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Comparing deliantra/server/server/spell_attack.C (file contents):
Revision 1.3 by elmex, Tue Aug 15 16:19:55 2006 UTC vs.
Revision 1.58 by root, Sat May 17 14:57:23 2008 UTC

1/* 1/*
2 * static char *rcsid_spell_attack_c = 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * "$Id: spell_attack.C,v 1.3 2006/08/15 16:19:55 elmex Exp $"; 3 *
4 */ 4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5
6
7/*
8 CrossFire, A Multiplayer game for X-windows
9
10 Copyright (C) 2002-2003 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002-2003,2007 Mark Wedel & Crossfire Development Team
11 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
12 7 *
13 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify
14 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
15 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
16 (at your option) any later version. 11 * (at your option) any later version.
17 12 *
18 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
19 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
20 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
21 GNU General Public License for more details. 16 * GNU General Public License for more details.
22 17 *
23 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
24 along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
25 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
26 21 * The authors can be reached via e-mail to <support@deliantra.net>
27 The authors can be reached via e-mail at crossfire-devel@real-time.com
28*/ 22 */
29 23
30/* This file contains all the spell attack code. Grouping this code 24/* This file contains all the spell attack code. Grouping this code
31 * together should hopefully make it easier to find the relevent bits 25 * together should hopefully make it easier to find the relevent bits
32 * of code 26 * of code
33 */ 27 */
34 28
35#include <global.h> 29#include <global.h>
36#include <object.h> 30#include <object.h>
37#include <living.h> 31#include <living.h>
38#ifndef __CEXTRACT__
39#include <sproto.h> 32#include <sproto.h>
40#endif
41#include <spells.h> 33#include <spells.h>
42#include <sounds.h> 34#include <sounds.h>
43 35
44/* this function checks to see if a spell pushes objects as well 36/* this function checks to see if a spell pushes objects as well
45 * as flies over and damages them (only used for cones for now) 37 * as flies over and damages them (only used for cones for now)
46 * but moved here so it could be applied to bolts too 38 * but moved here so it could be applied to bolts too
47 * op is the spell object. 39 * op is the spell object.
48 */ 40 */
49 41void
50void check_spell_knockback(object *op) { 42check_spell_knockback (object *op)
51 object *tmp, *tmp2; /* object on the map */ 43{
52 int weight_move; 44 int weight_move;
53 int frictionmod=2; /*poor man's physics - multipy targets weight by this amount */ 45 int frictionmod = 2; /*poor man's physics - multipy targets weight by this amount */
54 46
55 if(! op->weight) { /*shouldn't happen but if cone object has no weight drop out*/ 47 if (!op->weight)
48 { /*shouldn't happen but if cone object has no weight drop out */
56 /*LOG (llevDebug, "DEBUG: arch weighs nothing\n");*/ 49 /*LOG (llevDebug, "DEBUG: arch weighs nothing\n"); */
57 return; 50 return;
58 }else{ 51 }
52 else
53 {
59 weight_move = op->weight +(op->weight * op->level) / 3; 54 weight_move = op->weight + (op->weight * op->level) / 3;
60 /*LOG (llevDebug, "DEBUG: arch weighs %d and masses %d (%s,level %d)\n", op->weight,weight_move,op->name,op->level);*/ 55 /*LOG (llevDebug, "DEBUG: arch weighs %d and masses %d (%s,level %d)\n", op->weight,weight_move,op->name,op->level); */
61 } 56 }
62 57
63 for(tmp=get_map_ob(op->map,op->x,op->y);tmp!=NULL;tmp=tmp->above) 58 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
64 { 59 {
65 int num_sections = 1; 60 int num_sections = 1;
66 61
67 /* don't move DM */ 62 /* don't move DM */
68 if(QUERY_FLAG(tmp, FLAG_WIZ)) 63 if (QUERY_FLAG (tmp, FLAG_WIZ))
69 return; 64 return;
70 65
71 /* don't move parts of objects */ 66 /* don't move parts of objects */
72 if(tmp->head) continue; 67 if (tmp->head)
68 continue;
73 69
74 /* don't move floors or immobile objects */ 70 /* don't move floors or immobile objects */
75 if(QUERY_FLAG(tmp,FLAG_IS_FLOOR)||(!QUERY_FLAG(tmp,FLAG_ALIVE)&&QUERY_FLAG(tmp,FLAG_NO_PICK))) continue; 71 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR) || (!QUERY_FLAG (tmp, FLAG_ALIVE) && QUERY_FLAG (tmp, FLAG_NO_PICK)))
72 continue;
76 73
77 /* count the object's sections */ 74 /* count the object's sections */
78 for(tmp2 = tmp; tmp2!=NULL;tmp2=tmp2->more) num_sections++; 75 for (object *tmp2 = tmp; tmp2; tmp2 = tmp2->more)
76 num_sections++;
79 77
80 /* I'm not sure if it makes sense to divide by num_sections - bigger 78 /* I'm not sure if it makes sense to divide by num_sections - bigger
81 * objects should be harder to move, and we are moving the entire 79 * objects should be harder to move, and we are moving the entire
82 * object, not just the head, so the total weight should be relevant. 80 * object, not just the head, so the total weight should be relevant.
83 */ 81 */
84 82
85 /* surface area? -tm */ 83 /* surface area? -tm */
86 84
87 if (tmp->move_type & MOVE_FLYING) 85 if (tmp->move_type & MOVE_FLYING)
88 frictionmod = 1 ; /* flying objects loose the friction modifier */ 86 frictionmod = 1; /* flying objects loose the friction modifier */
89 87
90 if(rndm(0, weight_move-1) > ((tmp->weight / num_sections) * frictionmod)) { /* move it. */ 88 if (rndm (0, weight_move - 1) > ((tmp->weight / num_sections) * frictionmod))
89 { /* move it. */
91 /* move_object is really for monsters, but looking at 90 /* move_object is really for monsters, but looking at
92 * the move_object function, it appears that it should 91 * the move_object function, it appears that it should
93 * also be safe for objects. 92 * also be safe for objects.
94 * This does return if successful or not, but 93 * This does return if successful or not, but
95 * I don't see us doing anything useful with that information 94 * I don't see us doing anything useful with that information
96 * right now. 95 * right now.
97 */ 96 */
98 move_object(tmp, absdir(op->stats.sp)); 97 move_object (tmp, absdir (op->stats.sp));
99 } 98 }
100 99
101 } 100 }
102} 101}
103 102
104/*************************************************************************** 103/***************************************************************************
105 * 104 *
106 * BOLT CODE 105 * BOLT CODE
107 * 106 *
108 ***************************************************************************/ 107 ***************************************************************************/
109 108
110/* Causes op to fork. op is the original bolt, tmp 109/* Causes op to fork. op is the original bolt, tmp
111 * is the first piece of the fork. 110 * is the first piece of the fork.
112 */ 111 */
113 112void
114void forklightning(object *op, object *tmp) { 113forklightning (object *op, object *tmp)
114{
115 int new_dir=1; /* direction or -1 for left, +1 for right 0 if no new bolt */ 115 int new_dir = 1; /* direction or -1 for left, +1 for right 0 if no new bolt */
116 int t_dir; /* stores temporary dir calculation */ 116 int t_dir; /* stores temporary dir calculation */
117 mapstruct *m; 117 maptile *m;
118 sint16 sx,sy; 118 sint16 sx, sy;
119 object *new_bolt; 119 object *new_bolt;
120 120
121 /* pick a fork direction. tmp->stats.Con is the left bias 121 /* pick a fork direction. tmp->stats.Con is the left bias
122 * i.e., the chance in 100 of forking LEFT 122 * i.e., the chance in 100 of forking LEFT
123 * Should start out at 50, down to 25 for one already going left 123 * Should start out at 50, down to 25 for one already going left
124 * down to 0 for one going 90 degrees left off original path 124 * down to 0 for one going 90 degrees left off original path
125 */ 125 */
126 126
127 if(rndm(0, 99) < tmp->stats.Con) /* fork left */ 127 if (rndm (0, 99) < tmp->stats.Con) /* fork left */
128 new_dir = -1; 128 new_dir = -1;
129 129
130 /* check the new dir for a wall and in the map*/ 130 /* check the new dir for a wall and in the map */
131 t_dir = absdir(tmp->direction + new_dir); 131 t_dir = absdir (tmp->direction + new_dir);
132 132
133 if(get_map_flags(tmp->map,&m, tmp->x + freearr_x[t_dir],tmp->y + freearr_y[t_dir], 133 if (get_map_flags (tmp->map, &m, tmp->x + freearr_x[t_dir], tmp->y + freearr_y[t_dir], &sx, &sy) & P_OUT_OF_MAP)
134 &sx, &sy) & P_OUT_OF_MAP) 134 return;
135 return;
136 135
137 if (OB_TYPE_MOVE_BLOCK(tmp, GET_MAP_MOVE_BLOCK(m, sx, sy))) 136 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (m, sx, sy)))
138 return; 137 return;
139 138
140 /* OK, we made a fork */ 139 /* OK, we made a fork */
141 new_bolt = get_object(); 140 new_bolt = tmp->clone ();
142 141
143 copy_object(tmp,new_bolt);
144
145 /* reduce chances of subsequent forking */ 142 /* reduce chances of subsequent forking */
146 new_bolt->stats.Dex -= 10; 143 new_bolt->stats.Dex -= 10;
147 tmp->stats.Dex -= 10; /* less forks from main bolt too */ 144 tmp->stats.Dex -= 10; /* less forks from main bolt too */
148 new_bolt->stats.Con += 25 * new_dir; /* adjust the left bias */ 145 new_bolt->stats.Con += 25 * new_dir; /* adjust the left bias */
149 new_bolt->speed_left = -0.1; 146 new_bolt->speed_left = -0.1f;
150 new_bolt->direction = t_dir; 147 new_bolt->direction = t_dir;
151 new_bolt->duration++; 148 new_bolt->duration++;
152 new_bolt->x=sx;
153 new_bolt->y=sy;
154 new_bolt->stats.dam /= 2; /* reduce daughter bolt damage */ 149 new_bolt->stats.dam /= 2; /* reduce daughter bolt damage */
155 new_bolt->stats.dam++; 150 new_bolt->stats.dam++;
156 tmp->stats.dam /= 2; /* reduce father bolt damage */ 151 tmp->stats.dam /= 2; /* reduce father bolt damage */
157 tmp->stats.dam++; 152 tmp->stats.dam++;
158 new_bolt = insert_ob_in_map(new_bolt,m,op,0); 153 if ((new_bolt = m->insert (new_bolt, sx, sy, op)))
159 update_turn_face(new_bolt); 154 update_turn_face (new_bolt);
160} 155}
161 156
162/* move_bolt: moves bolt 'op'. Basically, it just advances a space, 157/* move_bolt: moves bolt 'op'. Basically, it just advances a space,
163 * and checks for various things that may stop it. 158 * and checks for various things that may stop it.
164 */ 159 */
165 160void
166void move_bolt(object *op) { 161move_bolt (object *op)
167 object *tmp; 162{
168 int mflags; 163 int mflags;
169 sint16 x, y; 164 sint16 x, y;
170 mapstruct *m; 165 maptile *m;
171 166
172 if(--(op->duration)<0) { 167 if (--op->duration < 0)
173 remove_ob(op);
174 free_object(op);
175 return;
176 } 168 {
169 op->destroy ();
170 return;
171 }
172
177 hit_map(op,0,op->attacktype,1); 173 hit_map (op, 0, op->attacktype, 1);
178 174
179 if(!op->direction) 175 if (!op->direction)
180 return;
181
182 if (--op->range<0) {
183 op->range=0;
184 } else {
185 x = op->x+DIRX(op);
186 y = op->y+DIRY(op);
187 m = op->map;
188 mflags = get_map_flags(m, &m, x, y, &x, &y);
189
190 if (mflags & P_OUT_OF_MAP) return;
191
192 /* We are about to run into something - we may bounce */
193 /* Calling reflwall is pretty costly, as it has to look at all the objects
194 * on the space. So only call reflwall if we think the data it returns
195 * will be useful.
196 */
197 if (OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, x, y)) ||
198 ((mflags & P_IS_ALIVE) && reflwall(m, x, y, op))) {
199
200 if(!QUERY_FLAG(op, FLAG_REFLECTING))
201 return;
202
203 /* Since walls don't run diagonal, if the bolt is in
204 * one of 4 main directions, it just reflects back in the
205 * opposite direction. However, if the bolt is travelling
206 * on the diagonal, it is trickier - eg, a bolt travelling
207 * northwest bounces different if it hits a north/south
208 * wall (bounces to northeast) vs an east/west (bounces
209 * to the southwest.
210 */
211 if(op->direction&1)
212 op->direction=absdir(op->direction+4);
213 else {
214 int left, right;
215 int mflags;
216
217 /* Need to check for P_OUT_OF_MAP: if the bolt is tavelling
218 * over a corner in a tiled map, it is possible that
219 * op->direction is within an adjacent map but either
220 * op->direction-1 or op->direction+1 does not exist.
221 */
222 mflags = get_map_flags(op->map, &m, op->x+freearr_x[absdir(op->direction-1)],
223 op->y+freearr_y[absdir(op->direction-1)], &x, &y);
224
225 left = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, x, y));
226
227 mflags = get_map_flags(op->map, &m, op->x+freearr_x[absdir(op->direction+1)],
228 op->y+freearr_y[absdir(op->direction+1)], &x, &y);
229 right = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, x, y));
230
231 if(left==right)
232 op->direction=absdir(op->direction+4);
233 else if(left)
234 op->direction=absdir(op->direction+2);
235 else if(right)
236 op->direction=absdir(op->direction-2);
237 }
238 update_turn_face(op); /* A bolt *must* be IS_TURNABLE */
239 return; 176 return;
240 }
241 else { /* Create a copy of this object and put it ahead */
242 tmp=get_object();
243 copy_object(op,tmp);
244 tmp->speed_left= -0.1;
245 tmp->x+=DIRX(tmp),tmp->y+=DIRY(tmp);
246 tmp = insert_ob_in_map(tmp,op->map,op,0);
247 /* To make up for the decrease at the top of the function */
248 tmp->duration++;
249 177
250 /* New forking code. Possibly create forks of this object 178 if (--op->range < 0)
251 * going off in other directions.
252 */
253
254 if(rndm(0, 99)< tmp->stats.Dex) { /* stats.Dex % of forking */
255 forklightning(op,tmp);
256 }
257 /* In this way, the object left behind sticks on the space, but
258 * doesn't create any bolts that continue to move onward.
259 */
260 op->range = 0; 179 op->range = 0;
261 } /* copy object and move it along */ 180 else
262 } /* if move bolt along */ 181 {
182 x = op->x + DIRX (op);
183 y = op->y + DIRY (op);
184 m = op->map;
185 mflags = get_map_flags (m, &m, x, y, &x, &y);
186
187 if (mflags & P_OUT_OF_MAP)
188 return;
189
190 /* We are about to run into something - we may bounce */
191 /* Calling reflwall is pretty costly, as it has to look at all the objects
192 * on the space. So only call reflwall if we think the data it returns
193 * will be useful.
194 */
195 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y)) || ((mflags & P_IS_ALIVE) && reflwall (m, x, y, op)))
196 {
197 if (!QUERY_FLAG (op, FLAG_REFLECTING))
198 return;
199
200 /* Since walls don't run diagonal, if the bolt is in
201 * one of 4 main directions, it just reflects back in the
202 * opposite direction. However, if the bolt is travelling
203 * on the diagonal, it is trickier - eg, a bolt travelling
204 * northwest bounces different if it hits a north/south
205 * wall (bounces to northeast) vs an east/west (bounces
206 * to the southwest.
207 */
208 if (op->direction & 1)
209 op->direction = absdir (op->direction + 4);
210 else
211 {
212 int left, right;
213 int mflags;
214
215 /* Need to check for P_OUT_OF_MAP: if the bolt is tavelling
216 * over a corner in a tiled map, it is possible that
217 * op->direction is within an adjacent map but either
218 * op->direction-1 or op->direction+1 does not exist.
219 */
220 mflags = get_map_flags (op->map, &m, op->x + freearr_x[absdir (op->direction - 1)],
221 op->y + freearr_y[absdir (op->direction - 1)], &x, &y);
222
223 left = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y));
224
225 mflags = get_map_flags (op->map, &m, op->x + freearr_x[absdir (op->direction + 1)],
226 op->y + freearr_y[absdir (op->direction + 1)], &x, &y);
227 right = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y));
228
229 if (left == right)
230 op->direction = absdir (op->direction + 4);
231 else if (left)
232 op->direction = absdir (op->direction + 2);
233 else if (right)
234 op->direction = absdir (op->direction - 2);
235 }
236
237 update_turn_face (op); /* A bolt *must* be IS_TURNABLE */
238 return;
239 }
240 else
241 { /* Create a copy of this object and put it ahead */
242 object *tmp = op->clone ();
243
244 m->insert (tmp, x, y, op);
245 tmp->speed_left = -0.1f;
246 /* To make up for the decrease at the top of the function */
247 tmp->duration++;
248
249 /* New forking code. Possibly create forks of this object
250 * going off in other directions.
251 */
252 if (tmp->stats.Dex && rndm (0, 99) < tmp->stats.Dex)
253 forklightning (op, tmp); /* stats.Dex % of forking */
254
255 /* In this way, the object left behind sticks on the space, but
256 * doesn't create any bolts that continue to move onward.
257 */
258 op->range = 0;
259 } /* copy object and move it along */
260 } /* if move bolt along */
263} 261}
264 262
265/* fire_bolt 263/* fire_bolt
266 * object op (cast from caster) files a bolt in dir. 264 * object op (cast from caster) files a bolt in dir.
267 * spob is the spell object for the bolt. 265 * spob is the spell object for the bolt.
268 * we remove the magic flag - that can be derived from 266 * we remove the magic flag - that can be derived from
269 * spob->attacktype. 267 * spob->attacktype.
270 * This function sets up the appropriate owner and skill 268 * This function sets up the appropriate owner and skill
271 * pointers. 269 * pointers.
272 */ 270 */
273 271int
274int fire_bolt(object *op,object *caster,int dir,object *spob, object *skill) { 272fire_bolt (object *op, object *caster, int dir, object *spob, object *skill)
273{
275 object *tmp=NULL; 274 object *tmp = NULL;
276 int mflags; 275 int mflags;
277 276
278 if (!spob->other_arch) 277 if (!spob->other_arch)
279 return 0; 278 return 0;
280 279
281 tmp=arch_to_object(spob->other_arch); 280 tmp = arch_to_object (spob->other_arch);
282 if(tmp==NULL) 281 if (tmp == NULL)
283 return 0; 282 return 0;
284 283
285 /* peterm: level dependency for bolts */ 284 /* peterm: level dependency for bolts */
286 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust(caster,spob); 285 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob);
287 tmp->attacktype = spob->attacktype; 286 tmp->attacktype = spob->attacktype;
288 if (spob->slaying) tmp->slaying = add_refcount(spob->slaying); 287
288 if (spob->slaying)
289 tmp->slaying = spob->slaying;
290
289 tmp->range = spob->range + SP_level_range_adjust(caster,spob); 291 tmp->range = spob->range + SP_level_range_adjust (caster, spob);
290 tmp->duration = spob->duration + SP_level_duration_adjust(caster,spob); 292 tmp->duration = spob->duration + SP_level_duration_adjust (caster, spob);
291 tmp->stats.Dex = spob->stats.Dex; 293 tmp->stats.Dex = spob->stats.Dex;
292 tmp->stats.Con = spob->stats.Con; 294 tmp->stats.Con = spob->stats.Con;
293 295
294 tmp->direction=dir; 296 tmp->direction = dir;
295 if(QUERY_FLAG(tmp, FLAG_IS_TURNABLE)) 297 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
296 SET_ANIMATION(tmp, dir); 298 SET_ANIMATION (tmp, dir);
297 299
298 set_owner(tmp,op); 300 tmp->set_owner (op);
299 set_spell_skill(op, caster, spob, tmp); 301 set_spell_skill (op, caster, spob, tmp);
300 302
301 tmp->x=op->x + DIRX(tmp); 303 tmp->x = op->x + DIRX (tmp);
302 tmp->y=op->y + DIRY(tmp); 304 tmp->y = op->y + DIRY (tmp);
303 tmp->map = op->map; 305 tmp->map = op->map;
304 306
307 maptile *newmap;
305 mflags = get_map_flags(tmp->map, &tmp->map, tmp->x, tmp->y, &tmp->x, &tmp->y); 308 mflags = get_map_flags (tmp->map, &newmap, tmp->x, tmp->y, &tmp->x, &tmp->y);
306 if (mflags & P_OUT_OF_MAP) { 309 if (mflags & P_OUT_OF_MAP)
307 free_object(tmp);
308 return 0;
309 } 310 {
311 tmp->destroy ();
312 return 0;
313 }
314
315 tmp->map = newmap;
316
310 if (OB_TYPE_MOVE_BLOCK(tmp, GET_MAP_MOVE_BLOCK(tmp->map, tmp->x, tmp->y))) { 317 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (tmp->map, tmp->x, tmp->y)))
318 {
311 if(!QUERY_FLAG(tmp, FLAG_REFLECTING)) { 319 if (!QUERY_FLAG (tmp, FLAG_REFLECTING))
312 free_object(tmp); 320 {
321 tmp->destroy ();
313 return 0; 322 return 0;
314 } 323 }
315 tmp->x=op->x; 324
316 tmp->y=op->y; 325 tmp->x = op->x;
326 tmp->y = op->y;
317 tmp->direction=absdir(tmp->direction+4); 327 tmp->direction = absdir (tmp->direction + 4);
318 tmp->map = op->map; 328 tmp->map = op->map;
319 } 329 }
320 if ((tmp = insert_ob_in_map(tmp,tmp->map,op,0)) != NULL) 330
331 if ((tmp = tmp->insert_at (tmp, op)))
321 move_bolt (tmp); 332 move_bolt (tmp);
333
322 return 1; 334 return 1;
323} 335}
324
325
326 336
327/*************************************************************************** 337/***************************************************************************
328 * 338 *
329 * BULLET/BALL CODE 339 * BULLET/BALL CODE
330 * 340 *
331 ***************************************************************************/ 341 ***************************************************************************/
332 342
333/* expands an explosion. op is a piece of the 343/* expands an explosion. op is a piece of the
334 * explosion - this expans it in the different directions. 344 * explosion - this expands it in the different directions.
335 * At least that is what I think this does. 345 * At least that is what I think this does.
336 */ 346 */
347void
337void explosion(object *op) { 348explosion (object *op)
338 object *tmp; 349{
339 mapstruct *m=op->map; 350 maptile *m = op->map;
340 int i; 351 int i;
341 352
342 if(--(op->duration)<0) { 353 if (--op->duration < 0)
343 remove_ob(op);
344 free_object(op);
345 return;
346 } 354 {
355 op->destroy ();
356 return;
357 }
358
347 hit_map(op,0,op->attacktype,0); 359 hit_map (op, 0, op->attacktype, 0);
348 360
349 if(op->range>0) { 361 if (op->range > 0)
350 for(i=1;i<9;i++) { 362 {
363 for (i = 1; i < 9; i++)
364 {
351 sint16 dx,dy; 365 sint16 dx, dy;
352 366
353 dx=op->x+freearr_x[i]; 367 dx = op->x + freearr_x[i];
354 dy=op->y+freearr_y[i]; 368 dy = op->y + freearr_y[i];
369
355 /* ok_to_put_more already does things like checks for walls, 370 /* ok_to_put_more already does things like checks for walls,
356 * out of map, etc. 371 * out of map, etc.
357 */ 372 */
358 if(ok_to_put_more(op->map,dx,dy,op,op->attacktype)) { 373 if (ok_to_put_more (op->map, dx, dy, op, op->attacktype))
359 tmp=get_object(); 374 {
360 copy_object(op,tmp); 375 object *tmp = op->clone ();
361 tmp->state=0; 376
362 tmp->speed_left= -0.21; 377 tmp->state = 0;
363 tmp->range--; 378 tmp->speed_left = -0.21f;
364 tmp->value=0; 379 tmp->range--;
365 tmp->x=dx; 380 tmp->value = 0;
366 tmp->y=dy; 381
367 insert_ob_in_map(tmp,m,op,0); 382 m->insert (tmp, dx, dy, op);
383 }
384 }
368 } 385 }
369 }
370 }
371} 386}
372
373 387
374/* Causes an object to explode, eg, a firebullet, 388/* Causes an object to explode, eg, a firebullet,
375 * poison cloud ball, etc. op is the object to 389 * poison cloud ball, etc. op is the object to
376 * explode. 390 * explode.
377 */ 391 */
392void
378void explode_bullet(object *op) 393explode_bullet (object *op)
379{ 394{
380 tag_t op_tag = op->count;
381 object *tmp, *owner; 395 object *tmp, *owner;
382 396
383 if (op->other_arch == NULL) { 397 if (op->other_arch == NULL)
398 {
384 LOG (llevError, "BUG: explode_bullet(): op without other_arch\n"); 399 LOG (llevError, "BUG: explode_bullet(): op without other_arch\n");
385 remove_ob (op); 400 op->destroy ();
386 free_object (op); 401 return;
387 return;
388 } 402 }
389 403
390 if (op->env) { 404 if (op->env)
391 object *env; 405 {
406 object *env = op->outer_env ();
392 407
393 env = object_get_env_recursive(op);
394 if (env->map == NULL || out_of_map (env->map, env->x, env->y)) { 408 if (!env->map || out_of_map (env->map, env->x, env->y))
409 {
395 LOG (llevError, "BUG: explode_bullet(): env out of map\n"); 410 LOG (llevError, "BUG: explode_bullet(): env out of map\n");
396 remove_ob (op); 411 op->destroy ();
397 free_object (op);
398 return; 412 return;
399 } 413 }
400 remove_ob (op); 414
401 op->x = env->x; 415 op->insert_at (env, op, INS_NO_MERGE | INS_NO_WALK_ON);
402 op->y = env->y; 416 }
403 insert_ob_in_map(op, env->map, op, INS_NO_MERGE | INS_NO_WALK_ON);
404 } else if (out_of_map (op->map, op->x, op->y)) { 417 else if (out_of_map (op->map, op->x, op->y))
418 {
405 LOG (llevError, "BUG: explode_bullet(): op out of map\n"); 419 LOG (llevError, "BUG: explode_bullet(): op out of map\n");
406 remove_ob (op); 420 op->destroy ();
407 free_object (op); 421 return;
408 return;
409 } 422 }
410 423
411 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent explosions of any kind on safe maps 424 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent explosions of any kind on safe maps
412 // NOTE: If this breaks something important: remove this. I can't think of anything 425 // NOTE: If this breaks something important: remove this. I can't think of anything
413 // bad at the moment that might happen from this. 426 // bad at the moment that might happen from this.
414 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE_MAP) 427 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
415 { 428 {
416 remove_ob (op); 429 op->destroy ();
417 free_object (op); 430 return;
431 }
432
433 if (op->attacktype)
434 {
435 hit_map (op, 0, op->attacktype, 1);
436
437 if (op->destroyed ())
418 return; 438 return;
419 } 439 }
420 440
421 if (op->attacktype) {
422 hit_map (op, 0, op->attacktype, 1);
423 if (was_destroyed (op, op_tag))
424 return;
425 }
426
427 /* other_arch contains what this explodes into */ 441 /* other_arch contains what this explodes into */
428 tmp = arch_to_object (op->other_arch); 442 tmp = arch_to_object (op->other_arch);
429 443
430 copy_owner (tmp, op); 444 tmp->set_owner (op);
431 if (tmp->skill) FREE_AND_CLEAR_STR(tmp->skill); 445 tmp->skill = op->skill;
432 if (op->skill) tmp->skill = add_refcount(op->skill);
433 446
434 owner = get_owner(op); 447 owner = op->owner;
448
435 if ((tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) && owner && 449 if ((tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) && owner && !tailor_god_spell (tmp, owner))
436 !tailor_god_spell(tmp, owner)) {
437 remove_ob (op);
438 free_object (op);
439 return;
440 } 450 {
441 tmp->x = op->x; 451 op->destroy ();
442 tmp->y = op->y; 452 return;
453 }
443 454
444 /* special for bombs - it actually has sane values for these */ 455 /* special for bombs - it actually has sane values for these */
445 if (op->type == SPELL_EFFECT && op->subtype == SP_BOMB) { 456 if (op->type == SPELL_EFFECT && op->subtype == SP_BOMB)
457 {
446 tmp->attacktype = op->attacktype; 458 tmp->attacktype = op->attacktype;
447 tmp->range = op->range; 459 tmp->range = op->range;
448 tmp->stats.dam = op->stats.dam; 460 tmp->stats.dam = op->stats.dam;
449 tmp->duration = op->duration; 461 tmp->duration = op->duration;
450 } else { 462 }
451 if (op->attacktype & AT_MAGIC) tmp->attacktype|=AT_MAGIC; 463 else
464 {
465 if (op->attacktype & AT_MAGIC)
466 tmp->attacktype |= AT_MAGIC;
467
452 /* Spell doc describes what is going on here */ 468 /* Spell doc describes what is going on here */
453 tmp->stats.dam = op->dam_modifier; 469 tmp->stats.dam = op->dam_modifier;
454 tmp->range = op->stats.maxhp; 470 tmp->range = op->stats.maxhp;
455 tmp->duration = op->stats.hp; 471 tmp->duration = op->stats.hp;
456 /* Used for spell tracking - just need a unique val for this spell - 472 /* Used for spell tracking - just need a unique val for this spell -
457 * the count of the parent should work fine. 473 * the count of the parent should work fine.
458 */ 474 */
459 tmp->stats.maxhp = op->count; 475 tmp->stats.maxhp = op->count;
460 } 476 }
461 477
462 /* Set direction of cone explosion */ 478 /* Set direction of cone explosion */
463 if (tmp->type == SPELL_EFFECT && tmp->subtype == SP_CONE) 479 if (tmp->type == SPELL_EFFECT && tmp->subtype == SP_CONE)
464 tmp->stats.sp = op->direction; 480 tmp->stats.sp = op->direction;
465 481
466 /* Prevent recursion */ 482 /* Prevent recursion */
467 op->move_on = 0; 483 op->move_on = 0;
468 484
469 insert_ob_in_map(tmp, op->map, op, 0); 485 tmp->insert_at (op, op);
486 tmp->play_sound (tmp->sound);
487
470 /* remove the firebullet */ 488 /* remove the firebullet */
471 if ( ! was_destroyed (op, op_tag)) { 489 op->destroy ();
472 remove_ob (op);
473 free_object (op);
474 }
475} 490}
476
477
478 491
479/* checks to see what op should do, given the space it is on 492/* checks to see what op should do, given the space it is on
480 * (eg, explode, damage player, etc) 493 * (eg, explode, damage player, etc)
481 */ 494 */
482 495void
483void check_bullet(object *op) 496check_bullet (object *op)
484{ 497{
485 tag_t op_tag = op->count, tmp_tag;
486 object *tmp; 498 object *tmp;
487 int dam, mflags; 499 int dam, mflags;
488 mapstruct *m; 500 maptile *m;
489 sint16 sx, sy; 501 sint16 sx, sy;
490 502
491 mflags = get_map_flags(op->map,&m, op->x, op->y, &sx, &sy); 503 mflags = get_map_flags (op->map, &m, op->x, op->y, &sx, &sy);
492 504
493 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, sx, sy))) 505 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy)))
494 return; 506 return;
495 507
496 if (op->other_arch) { 508 if (op->other_arch)
509 {
497 /* explode object will also remove op */ 510 /* explode object will also remove op */
498 explode_bullet (op); 511 explode_bullet (op);
499 return; 512 return;
500 } 513 }
501 514
502 /* If nothing alive on this space, no reason to do anything further */ 515 /* If nothing alive on this space, no reason to do anything further */
503 if (!(mflags & P_IS_ALIVE)) return; 516 if (!(mflags & P_IS_ALIVE))
517 return;
504 518
505 for (tmp = get_map_ob (op->map,op->x,op->y); tmp != NULL; tmp = tmp->above) 519 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
506 { 520 {
507 if (QUERY_FLAG (tmp, FLAG_ALIVE)) { 521 if (QUERY_FLAG (tmp, FLAG_ALIVE))
508 tmp_tag = tmp->count; 522 {
509 dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1); 523 dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1);
510 if (was_destroyed (op, op_tag) || ! was_destroyed (tmp, tmp_tag) 524
511 || (op->stats.dam -= dam) < 0) 525 if (op->destroyed () || !tmp->destroyed () || (op->stats.dam -= dam) < 0)
512 { 526 {
513 if(!QUERY_FLAG(op,FLAG_REMOVED)) { 527 if (!QUERY_FLAG (op, FLAG_REMOVED))
514 remove_ob (op); 528 {
515 free_object(op); 529 op->destroy ();
516 return; 530 return;
517 } 531 }
518 } 532 }
519 } 533 }
520 } 534 }
521} 535}
522
523 536
524/* Basically, we move 'op' one square, and if it hits something, 537/* Basically, we move 'op' one square, and if it hits something,
525 * call check_bullet. 538 * call check_bullet.
526 * This function is only applicable to bullets, but not to all 539 * This function is only applicable to bullets, but not to all
527 * fired arches (eg, bolts). 540 * fired arches (eg, bolts).
528 */ 541 */
529 542void
530void move_bullet(object *op) 543move_bullet (object *op)
531{ 544{
532 sint16 new_x, new_y; 545 sint16 new_x, new_y;
533 int mflags; 546 int mflags;
534 mapstruct *m; 547 maptile *m;
535 548
536#if 0 549#if 0
537 /* We need a better general purpose way to do this */ 550 /* We need a better general purpose way to do this */
538 551
539 /* peterm: added to make comet leave a trail of burnouts 552 /* peterm: added to make comet leave a trail of burnouts
540 it's an unadulterated hack, but the effect is cool. */ 553 it's an unadulterated hack, but the effect is cool. */
541 if(op->stats.sp == SP_METEOR) { 554 if (op->stats.sp == SP_METEOR)
555 {
542 replace_insert_ob_in_map("fire_trail",op); 556 replace_insert_ob_in_map ("fire_trail", op);
543 if (was_destroyed (op, op_tag)) 557 if (op->destroyed ())
544 return; 558 return;
545 } /* end addition. */ 559 } /* end addition. */
546#endif 560#endif
547 561
548 /* Reached the end of its life - remove it */ 562 /* Reached the end of its life - remove it */
549 if (--op->range <=0) { 563 if (--op->range <= 0)
564 {
550 if (op->other_arch) { 565 if (op->other_arch)
551 explode_bullet (op); 566 explode_bullet (op);
552 } else { 567 else
553 remove_ob (op); 568 op->destroy ();
554 free_object (op); 569
555 }
556 return; 570 return;
557 } 571 }
558 572
559 new_x = op->x + DIRX(op); 573 new_x = op->x + DIRX (op);
560 new_y = op->y + DIRY(op); 574 new_y = op->y + DIRY (op);
561 m = op->map; 575 m = op->map;
562 mflags = get_map_flags(m, &m, new_x, new_y, &new_x, &new_y); 576 mflags = get_map_flags (m, &m, new_x, new_y, &new_x, &new_y);
563 577
564 if (mflags & P_OUT_OF_MAP) { 578 if (mflags & P_OUT_OF_MAP)
565 remove_ob (op); 579 {
566 free_object (op); 580 op->destroy ();
567 return; 581 return;
568 } 582 }
569 583
570 if ( ! op->direction || OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, new_x, new_y))) { 584 if (!op->direction || OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, new_x, new_y)))
585 {
571 if (op->other_arch) { 586 if (op->other_arch)
572 explode_bullet (op); 587 explode_bullet (op);
573 } else { 588 else
574 remove_ob (op); 589 op->destroy ();
575 free_object (op); 590
576 }
577 return; 591 return;
578 } 592 }
579 593
580 remove_ob (op); 594 if (!(op = m->insert (op, new_x, new_y, op)))
581 op->x = new_x;
582 op->y = new_y;
583 if ((op = insert_ob_in_map (op, m, op,0)) == NULL)
584 return; 595 return;
585 596
586 if (reflwall (op->map, op->x, op->y, op)) { 597 if (reflwall (op->map, op->x, op->y, op))
598 {
587 op->direction = absdir (op->direction + 4); 599 op->direction = absdir (op->direction + 4);
588 update_turn_face (op); 600 update_turn_face (op);
589 } else { 601 }
602 else
590 check_bullet (op); 603 check_bullet (op);
591 }
592} 604}
593
594
595
596 605
597/* fire_bullet 606/* fire_bullet
598 * object op (cast from caster) files a bolt in dir. 607 * object op (cast from caster) files a bolt in dir.
599 * spob is the spell object for the bolt. 608 * spob is the spell object for the bolt.
600 * we remove the magic flag - that can be derived from 609 * we remove the magic flag - that can be derived from
601 * spob->attacktype. 610 * spob->attacktype.
602 * This function sets up the appropriate owner and skill 611 * This function sets up the appropriate owner and skill
603 * pointers. 612 * pointers.
604 */ 613 */
605 614int
606int fire_bullet(object *op,object *caster,int dir,object *spob) { 615fire_bullet (object *op, object *caster, int dir, object *spob)
616{
607 object *tmp=NULL; 617 object *tmp = NULL;
608 int mflags; 618 int mflags;
609 619
610 if (!spob->other_arch) 620 if (!spob->other_arch)
611 return 0; 621 return 0;
612 622
613 tmp=arch_to_object(spob->other_arch); 623 tmp = spob->other_arch->instance ();
614 if(tmp==NULL) 624 if (!tmp)
615 return 0; 625 return 0;
616 626
617 /* peterm: level dependency for bolts */ 627 /* peterm: level dependency for bolts */
618 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust(caster,spob); 628 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob);
619 tmp->attacktype = spob->attacktype; 629 tmp->attacktype = spob->attacktype;
620 if (spob->slaying) tmp->slaying = add_refcount(spob->slaying); 630 if (spob->slaying)
631 tmp->slaying = spob->slaying;
621 632
622 tmp->range = 50; 633 tmp->range = 50;
623 634
624 /* Need to store duration/range for the ball to use */ 635 /* Need to store duration/range for the ball to use */
625 tmp->stats.hp = spob->duration + SP_level_duration_adjust(caster,spob); 636 tmp->stats.hp = spob->duration + SP_level_duration_adjust (caster, spob);
626 tmp->stats.maxhp = spob->range + SP_level_range_adjust(caster,spob); 637 tmp->stats.maxhp = spob->range + SP_level_range_adjust (caster, spob);
627 tmp->dam_modifier = spob->stats.food + SP_level_dam_adjust(caster,spob); 638 tmp->dam_modifier = spob->stats.food + SP_level_dam_adjust (caster, spob);
628 639
629 tmp->direction=dir; 640 tmp->direction = dir;
630 if(QUERY_FLAG(tmp, FLAG_IS_TURNABLE)) 641 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
631 SET_ANIMATION(tmp, dir); 642 SET_ANIMATION (tmp, dir);
632 643
633 set_owner(tmp,op); 644 tmp->set_owner (op);
634 set_spell_skill(op, caster, spob, tmp); 645 set_spell_skill (op, caster, spob, tmp);
635 646
636 tmp->x=op->x + freearr_x[dir]; 647 tmp->x = op->x + freearr_x[dir];
637 tmp->y=op->y + freearr_y[dir]; 648 tmp->y = op->y + freearr_y[dir];
638 tmp->map = op->map; 649 tmp->map = op->map;
639 650
651 maptile *newmap;
640 mflags = get_map_flags(tmp->map, &tmp->map, tmp->x, tmp->y, &tmp->x, &tmp->y); 652 mflags = get_map_flags (tmp->map, &newmap, tmp->x, tmp->y, &tmp->x, &tmp->y);
641 if (mflags & P_OUT_OF_MAP) { 653 if (mflags & P_OUT_OF_MAP)
642 free_object(tmp);
643 return 0;
644 } 654 {
655 tmp->destroy ();
656 return 0;
657 }
658
659 tmp->map = newmap;
660
645 if (OB_TYPE_MOVE_BLOCK(tmp, GET_MAP_MOVE_BLOCK(tmp->map, tmp->x, tmp->y))) { 661 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (tmp->map, tmp->x, tmp->y)))
662 {
646 if(!QUERY_FLAG(tmp, FLAG_REFLECTING)) { 663 if (!QUERY_FLAG (tmp, FLAG_REFLECTING))
647 free_object(tmp); 664 {
665 tmp->destroy ();
648 return 0; 666 return 0;
649 } 667 }
650 tmp->x=op->x; 668
651 tmp->y=op->y; 669 tmp->x = op->x;
670 tmp->y = op->y;
652 tmp->direction=absdir(tmp->direction+4); 671 tmp->direction = absdir (tmp->direction + 4);
653 tmp->map = op->map; 672 tmp->map = op->map;
654 } 673 }
655 if ((tmp = insert_ob_in_map(tmp,tmp->map,op,0)) != NULL) { 674
675 if ((tmp = tmp->insert_at (tmp, op)))
656 check_bullet (tmp); 676 check_bullet (tmp);
657 } 677
658 return 1; 678 return 1;
659} 679}
660
661
662
663 680
664/***************************************************************************** 681/*****************************************************************************
665 * 682 *
666 * CONE RELATED FUNCTIONS 683 * CONE RELATED FUNCTIONS
667 * 684 *
668 *****************************************************************************/ 685 *****************************************************************************/
669 686
670
671/* drops an object based on what is in the cone's "other_arch" */ 687/* drops an object based on what is in the cone's "other_arch" */
688void
672void cone_drop(object *op) { 689cone_drop (object *op)
690{
673 object *new_ob = arch_to_object(op->other_arch); 691 object *new_ob = arch_to_object (op->other_arch);
674 692
675 new_ob->x = op->x;
676 new_ob->y = op->y;
677 new_ob->level = op->level; 693 new_ob->level = op->level;
678 set_owner(new_ob,op->owner); 694 new_ob->set_owner (op->owner);
679 695
680 /* preserve skill ownership */ 696 /* preserve skill ownership */
681 if(op->skill && op->skill != new_ob->skill) { 697 if (op->skill && op->skill != new_ob->skill)
682 if (new_ob->skill) free_string(new_ob->skill); 698 new_ob->skill = op->skill;
683 new_ob->skill = add_refcount(op->skill); 699
684 } 700 new_ob->insert_at (op, op);
685 insert_ob_in_map(new_ob,op->map,op,0);
686
687} 701}
688 702
689/* move_cone: causes cone object 'op' to move a space/hit creatures */ 703/* move_cone: causes cone object 'op' to move a space/hit creatures */
690 704
705void
691void move_cone(object *op) { 706move_cone (object *op)
692 int i; 707{
693 tag_t tag;
694
695 /* if no map then hit_map will crash so just ignore object */ 708 /* if no map then hit_map will crash so just ignore object */
696 if (! op->map) { 709 if (!op->map)
697 LOG(llevError,"Tried to move_cone object %s without a map.\n",
698 op->name ? op->name : "unknown");
699 op->speed = 0;
700 update_ob_speed (op);
701 return;
702 } 710 {
711 LOG (llevError, "Tried to move_cone object %s without a map.\n", op->name ? &op->name : "unknown");
712 op->set_speed (0);
713 return;
714 }
703 715
704 /* lava saves it's life, but not yours :) */ 716 /* lava saves it's life, but not yours :) */
705 if (QUERY_FLAG(op, FLAG_LIFESAVE)) { 717 if (QUERY_FLAG (op, FLAG_LIFESAVE))
718 {
706 hit_map(op,0,op->attacktype,0); 719 hit_map (op, 0, op->attacktype, 0);
707 return; 720 return;
708 } 721 }
709 722
710#if 0 723#if 0
711 /* Disable this - enabling it makes monsters easier, as 724 /* Disable this - enabling it makes monsters easier, as
712 * when their cone dies when they die. 725 * when their cone dies when they die.
713 */ 726 */
714 /* If no owner left, the spell dies out. */ 727 /* If no owner left, the spell dies out. */
715 if(get_owner(op)==NULL) { 728 if (op->owner == NULL)
716 remove_ob(op); 729 {
717 free_object(op); 730 op->destroy ();
718 return; 731 return;
719 } 732 }
720#endif 733#endif
721 734
722 tag = op->count;
723 hit_map(op,0,op->attacktype,0); 735 hit_map (op, 0, op->attacktype, 0);
724 736
725 /* Check to see if we should push anything. 737 /* Check to see if we should push anything.
726 * Spell objects with weight push whatever they encounter to some 738 * Spell objects with weight push whatever they encounter to some
727 * degree. 739 * degree.
728 */ 740 */
741 if (op->weight)
729 if(op->weight) check_spell_knockback(op); 742 check_spell_knockback (op);
730 743
731 if (was_destroyed (op, tag)) 744 if (op->destroyed ())
745 return;
746
747 if ((op->duration--) < 0)
748 {
749 op->destroy ();
732 return; 750 return;
733
734 if((op->duration--)<0) {
735 remove_ob(op);
736 free_object(op);
737 return;
738 } 751 }
739 /* Object has hit maximum range, so don't have it move 752 /* Object has hit maximum range, so don't have it move
740 * any further. When the duration above expires, 753 * any further. When the duration above expires,
741 * then the object will get removed. 754 * then the object will get removed.
742 */ 755 */
743 if (--op->range < 0) { 756 if (--op->range < 0)
744 op->range=0; /* just so it doesn't wrap */
745 return;
746 } 757 {
758 op->range = 0; /* just so it doesn't wrap */
759 return;
760 }
747 761
748 for(i= -1;i<2;i++) { 762 for (int i = -1; i <= 1; i++)
749 sint16 x=op->x+freearr_x[absdir(op->stats.sp+i)], 763 {
750 y=op->y+freearr_y[absdir(op->stats.sp+i)]; 764 sint16 x = op->x + freearr_x[absdir (op->stats.sp + i)], y = op->y + freearr_y[absdir (op->stats.sp + i)];
751 765
752 if(ok_to_put_more(op->map,x,y,op,op->attacktype)) { 766 if (ok_to_put_more (op->map, x, y, op, op->attacktype))
753 object *tmp=get_object(); 767 {
754 copy_object(op, tmp); 768 object *tmp = op->clone ();
755 tmp->x=x;
756 tmp->y=y;
757 769
758 tmp->duration = op->duration + 1; 770 tmp->duration = op->duration + 1;
759 771
760 /* Use for spell tracking - see ok_to_put_more() */ 772 /* Use for spell tracking - see ok_to_put_more() */
761 tmp->stats.maxhp = op->stats.maxhp; 773 tmp->stats.maxhp = op->stats.maxhp;
762 insert_ob_in_map(tmp,op->map,op,0); 774
763 if (tmp->other_arch) cone_drop(tmp); 775 op->map->insert (tmp, x, y, op);
764 } 776
777 if (tmp->other_arch)
778 cone_drop (tmp);
779 }
765 } 780 }
766} 781}
767 782
768/* cast_cone: casts a cone spell. 783/* cast_cone: casts a cone spell.
769 * op: person firing the object. 784 * op: person firing the object.
771 * dir: direction to fire in. 786 * dir: direction to fire in.
772 * spell: spell that is being fired. It uses other_arch for the archetype 787 * spell: spell that is being fired. It uses other_arch for the archetype
773 * to fire. 788 * to fire.
774 * returns 0 on failure, 1 on success. 789 * returns 0 on failure, 1 on success.
775 */ 790 */
791int
776int cast_cone(object *op, object *caster,int dir, object *spell) 792cast_cone (object *op, object *caster, int dir, object *spell)
777{ 793{
778 object *tmp; 794 object *tmp;
779 int i,success=0,range_min= -1,range_max=1; 795 int i, success = 0, range_min = -1, range_max = 1;
780 mapstruct *m; 796 maptile *m;
781 sint16 sx, sy; 797 sint16 sx, sy;
782 MoveType movetype; 798 MoveType movetype;
783 799
784 if (!spell->other_arch) return 0; 800 if (!spell->other_arch)
785
786 if (op->type == PLAYER && QUERY_FLAG(op, FLAG_UNDEAD) &&
787 op->attacktype & AT_TURN_UNDEAD) {
788 new_draw_info(NDI_UNIQUE, 0,op,
789 "Your undead nature prevents you from turning undead!");
790 return 0; 801 return 0;
802
803 if (op->type == PLAYER && QUERY_FLAG (op, FLAG_UNDEAD) && op->attacktype & AT_TURN_UNDEAD)
791 } 804 {
805 new_draw_info (NDI_UNIQUE, 0, op, "Your undead nature prevents you from turning undead!");
806 return 0;
807 }
792 808
793 if(!dir) { 809 if (!dir)
794 range_min= 0;
795 range_max=8;
796 } 810 {
811 range_min = 0;
812 range_max = 8;
813 }
797 814
798 /* Need to know what the movetype of the object we are about 815 /* Need to know what the movetype of the object we are about
799 * to create is, so we can know if the space we are about to 816 * to create is, so we can know if the space we are about to
800 * insert it into is blocked. 817 * insert it into is blocked.
801 */ 818 */
802 movetype = spell->other_arch->clone.move_type; 819 movetype = spell->other_arch->move_type;
803 820
804 for(i=range_min;i<=range_max;i++) { 821 for (i = range_min; i <= range_max; i++)
822 {
805 sint16 x,y, d; 823 sint16 x, y, d;
806 824
807 /* We can't use absdir here, because it never returns 825 /* We can't use absdir here, because it never returns
808 * 0. If this is a rune, we want to hit the person on top 826 * 0. If this is a rune, we want to hit the person on top
809 * of the trap (d==0). If it is not a rune, then we don't want 827 * of the trap (d==0). If it is not a rune, then we don't want
810 * to hit that person. 828 * to hit that person.
811 */ 829 */
812 d = dir + i; 830 d = dir + i;
813 while (d < 0) d+=8; 831 while (d < 0)
814 while (d > 8) d-=8; 832 d += 8;
833 while (d > 8)
834 d -= 8;
815 835
816 /* If it's not a rune, we don't want to blast the caster. 836 /* If it's not a rune, we don't want to blast the caster.
817 * In that case, we have to see - if dir is specified, 837 * In that case, we have to see - if dir is specified,
818 * turn this into direction 8. If dir is not specified (all 838 * turn this into direction 8. If dir is not specified (all
819 * direction) skip - otherwise, one line would do more damage 839 * direction) skip - otherwise, one line would do more damage
820 * becase 0 direction will go through 9 directions - necessary 840 * becase 0 direction will go through 9 directions - necessary
821 * for the rune code. 841 * for the rune code.
822 */ 842 */
823 if (caster->type != RUNE && d==0) { 843 if (caster->type != RUNE && d == 0)
824 if (dir!=0) d=8; 844 {
825 else continue; 845 if (dir != 0)
826 } 846 d = 8;
847 else
848 continue;
849 }
827 850
828 x = op->x+freearr_x[d]; 851 x = op->x + freearr_x[d];
829 y = op->y+freearr_y[d]; 852 y = op->y + freearr_y[d];
830 853
831 if(get_map_flags(op->map, &m, x,y, &sx, &sy) & P_OUT_OF_MAP) 854 if (get_map_flags (op->map, &m, x, y, &sx, &sy) & P_OUT_OF_MAP)
832 continue; 855 continue;
833 856
834 if ((movetype & GET_MAP_MOVE_BLOCK(m, sx, sy)) == movetype) 857 if ((movetype & GET_MAP_MOVE_BLOCK (m, sx, sy)) == movetype)
835 continue; 858 continue;
836 859
837 success=1; 860 success = 1;
838 tmp=arch_to_object(spell->other_arch); 861 tmp = arch_to_object (spell->other_arch);
839 set_owner(tmp,op); 862 tmp->set_owner (op);
840 set_spell_skill(op, caster, spell, tmp); 863 set_spell_skill (op, caster, spell, tmp);
841 tmp->level = caster_level (caster, spell); 864 tmp->level = caster_level (caster, spell);
842 tmp->x = sx;
843 tmp->y = sy;
844 tmp->attacktype=spell->attacktype; 865 tmp->attacktype = spell->attacktype;
845 866
846 /* holy word stuff */ 867 /* holy word stuff */
847 if((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER)) { 868 if ((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER))
848 if(!tailor_god_spell(tmp,op)) return 0; 869 if (!tailor_god_spell (tmp, op))
849 } 870 return 0;
850 871
851 if(dir) 872 if (dir)
852 tmp->stats.sp=dir; 873 tmp->stats.sp = dir;
853 else 874 else
854 tmp->stats.sp=i; 875 tmp->stats.sp = i;
855 876
856 tmp->range=spell->range + SP_level_range_adjust(caster,spell); 877 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
857 878
858 /* If casting it in all directions, it doesn't go as far */ 879 /* If casting it in all directions, it doesn't go as far */
859 if (dir == 0) { 880 if (dir == 0)
881 {
860 tmp->range /= 4; 882 tmp->range /= 4;
861 if (tmp->range < 2 && spell->range >=2) tmp->range = 2; 883 if (tmp->range < 2 && spell->range >= 2)
862 } 884 tmp->range = 2;
885 }
886
863 tmp->stats.dam=spell->stats.dam + SP_level_dam_adjust(caster,spell); 887 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
864 tmp->duration=spell->duration + SP_level_duration_adjust(caster,spell); 888 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell);
865 889
866 /* Special bonus for fear attacks */ 890 /* Special bonus for fear attacks */
867 if (tmp->attacktype & AT_FEAR) { 891 if (tmp->attacktype & AT_FEAR)
868 if (caster->type == PLAYER) tmp->duration += fear_bonus[caster->stats.Cha]; 892 {
869 else 893 if (caster->type == PLAYER)
894 tmp->duration += fear_bonus[caster->stats.Cha];
895 else
870 tmp->duration += caster->level/3; 896 tmp->duration += caster->level / 3;
871 } 897 }
898
872 if (tmp->attacktype & (AT_HOLYWORD | AT_TURN_UNDEAD)) { 899 if (tmp->attacktype & (AT_HOLYWORD | AT_TURN_UNDEAD))
873 if (caster->type == PLAYER) tmp->duration += turn_bonus[caster->stats.Wis]/5; 900 {
874 else 901 if (caster->type == PLAYER)
902 tmp->duration += turn_bonus[caster->stats.Wis] / 5;
903 else
875 tmp->duration += caster->level/3; 904 tmp->duration += caster->level / 3;
876 } 905 }
877 906
878
879 if ( !(tmp->move_type & MOVE_FLY_LOW)) 907 if (!(tmp->move_type & MOVE_FLY_LOW))
880 LOG (llevDebug, "cast_cone(): arch %s doesn't have flying 1\n", 908 LOG (llevDebug, "cast_cone(): arch %s doesn't have flying 1\n", &spell->other_arch->archname);
881 spell->other_arch->name);
882 909
883 if (!tmp->move_on && tmp->stats.dam) { 910 if (!tmp->move_on && tmp->stats.dam)
884 LOG (llevDebug, 911 LOG (llevDebug, "cast_cone(): arch %s doesn't have move_on set\n", &spell->other_arch->archname);
885 "cast_cone(): arch %s doesn't have move_on set\n",
886 spell->other_arch->name);
887 }
888 insert_ob_in_map(tmp,m,op,0);
889 912
913 m->insert (tmp, sx, sy, op);
914
890 /* This is used for tracking spells so that one effect doesn't hit 915 /* This is used for tracking spells so that one effect doesn't hit
891 * a single space too many times. 916 * a single space too many times.
892 */ 917 */
893 tmp->stats.maxhp = tmp->count; 918 tmp->stats.maxhp = tmp->count;
894 919
895 if(tmp->other_arch) cone_drop(tmp); 920 if (tmp->other_arch)
921 cone_drop (tmp);
896 } 922 }
923
897 return success; 924 return success;
898} 925}
899 926
900/**************************************************************************** 927/****************************************************************************
901 * 928 *
902 * BOMB related code 929 * BOMB related code
903 * 930 *
904 ****************************************************************************/ 931 ****************************************************************************/
905 932
906
907/* This handles an exploding bomb. 933/* This handles an exploding bomb.
908 * op is the original bomb object. 934 * op is the original bomb object.
909 */ 935 */
936void
910void animate_bomb(object *op) { 937animate_bomb (object *op)
911 int i; 938{
912 object *env, *tmp;
913 archetype *at;
914
915 if(op->state!=NUM_ANIMATIONS(op)-1) 939 if (op->state != NUM_ANIMATIONS (op) - 1)
916 return; 940 return;
917 941
942 object *env = op->outer_env ();
918 943
919 env = object_get_env_recursive(op);
920
921 if (op->env) { 944 if (op->env)
945 {
922 if (env->map == NULL) 946 if (env->map == NULL)
923 return;
924
925 if (env->type == PLAYER)
926 esrv_del_item(env->contr, op->count);
927
928 remove_ob(op);
929 op->x = env->x;
930 op->y = env->y;
931 if ((op = insert_ob_in_map (op, env->map, op,0)) == NULL)
932 return;
933 }
934
935 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent bomb from exploding
936 // on a safe map. I don't like this special casing, but it seems to be neccessary
937 // as bombs can be carried.
938 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE_MAP)
939 {
940 remove_ob (op);
941 free_object (op);
942 return; 947 return;
948
949 if (!(op = op->insert_at (env, op)))
950 return;
943 } 951 }
944 952
953 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent bomb from exploding
954 // on a safe map. I don't like this special casing, but it seems to be neccessary
955 // as bombs can be carried.
956 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
957 {
958 op->destroy ();
959 return;
960 }
961
945 /* This copies a lot of the code from the fire bullet, 962 /* This copies a lot of the code from the fire bullet,
946 * but using the cast_bullet isn't really feasible, 963 * but using the cast_bullet isn't really feasible,
947 * so just set up the appropriate values. 964 * so just set up the appropriate values.
948 */ 965 */
949 at = find_archetype(SPLINT); 966 if (archetype *at = archetype::find (SPLINT))
950 if (at) { 967 {
951 for(i=1;i<9;i++) { 968 for (int i = 1; i < 9; i++)
969 {
952 if (out_of_map(op->map, op->x + freearr_x[i], op->y + freearr_x[i])) 970 if (out_of_map (op->map, op->x + freearr_x[i], op->y + freearr_x[i]))
953 continue; 971 continue;
954 tmp = arch_to_object(at); 972
973 object *tmp = arch_to_object (at);
955 tmp->direction = i; 974 tmp->direction = i;
956 tmp->range = op->range; 975 tmp->range = op->range;
957 tmp->stats.dam = op->stats.dam; 976 tmp->stats.dam = op->stats.dam;
958 tmp->duration = op->duration; 977 tmp->duration = op->duration;
959 tmp->attacktype = op->attacktype; 978 tmp->attacktype = op->attacktype;
960 copy_owner (tmp, op); 979 tmp->set_owner (op);
961 if(op->skill && op->skill != tmp->skill) { 980 if (op->skill && op->skill != tmp->skill)
962 if (tmp->skill) free_string(tmp->skill); 981 tmp->skill = op->skill;
963 tmp->skill = add_refcount(op->skill); 982
983 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
984 SET_ANIMATION (tmp, i);
985
986 op->map->insert (tmp, op->x + freearr_x[i], op->y + freearr_x[i], op);
987 move_bullet (tmp);
988 }
964 } 989 }
965 if(QUERY_FLAG(tmp, FLAG_IS_TURNABLE))
966 SET_ANIMATION(tmp, i);
967 tmp->x = op->x + freearr_x[i];
968 tmp->y = op->y + freearr_x[i];
969 insert_ob_in_map(tmp, op->map, op, 0);
970 move_bullet(tmp);
971 }
972 }
973 990
974 explode_bullet(op); 991 explode_bullet (op);
975} 992}
976 993
994int
977int create_bomb(object *op,object *caster,int dir, object *spell) { 995create_bomb (object *op, object *caster, int dir, object *spell)
978 996{
979 object *tmp; 997 object *tmp;
980 int mflags; 998 int mflags;
981 sint16 dx=op->x+freearr_x[dir], dy=op->y+freearr_y[dir]; 999 sint16 dx = op->x + freearr_x[dir], dy = op->y + freearr_y[dir];
982 mapstruct *m; 1000 maptile *m;
983 1001
984 mflags = get_map_flags(op->map, &m, dx,dy, &dx,&dy); 1002 mflags = get_map_flags (op->map, &m, dx, dy, &dx, &dy);
985 if ((mflags & P_OUT_OF_MAP) || (GET_MAP_MOVE_BLOCK(m, dx, dy) & MOVE_WALK)) { 1003 if ((mflags & P_OUT_OF_MAP) || (GET_MAP_MOVE_BLOCK (m, dx, dy) & MOVE_WALK))
1004 {
986 new_draw_info(NDI_UNIQUE, 0,op,"There is something in the way."); 1005 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way.");
987 return 0; 1006 return 0;
988 } 1007 }
1008
989 tmp=arch_to_object(spell->other_arch); 1009 tmp = arch_to_object (spell->other_arch);
990 1010
991 /* level dependencies for bomb */ 1011 /* level dependencies for bomb */
992 tmp->range=spell->range + SP_level_range_adjust(caster,spell); 1012 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
993 tmp->stats.dam=spell->stats.dam + SP_level_dam_adjust(caster,spell); 1013 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
994 tmp->duration = spell->duration + SP_level_duration_adjust(caster,spell); 1014 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell);
995 tmp->attacktype = spell->attacktype; 1015 tmp->attacktype = spell->attacktype;
996 1016
997 set_owner(tmp,op); 1017 tmp->set_owner (op);
998 set_spell_skill(op, caster, spell, tmp); 1018 set_spell_skill (op, caster, spell, tmp);
999 tmp->x=dx; 1019
1000 tmp->y=dy; 1020 m->insert (tmp, dx, dy, op);
1001 insert_ob_in_map(tmp,m,op,0);
1002 return 1; 1021 return 1;
1003} 1022}
1004 1023
1005/**************************************************************************** 1024/****************************************************************************
1006 * 1025 *
1007 * smite related spell code. 1026 * smite related spell code.
1015 * dir is the direction to look in. 1034 * dir is the direction to look in.
1016 * range is how far out to look. 1035 * range is how far out to look.
1017 * type is the type of spell - either SPELL_MANA or SPELL_GRACE. 1036 * type is the type of spell - either SPELL_MANA or SPELL_GRACE.
1018 * this info is used for blocked magic/unholy spaces. 1037 * this info is used for blocked magic/unholy spaces.
1019 */ 1038 */
1020 1039object *
1021object *get_pointed_target(object *op, int dir, int range, int type) { 1040get_pointed_target (object *op, int dir, int range, int type)
1041{
1022 object *target; 1042 object *target;
1023 sint16 x,y; 1043 sint16 x, y;
1024 int dist, mflags; 1044 int dist, mflags;
1025 mapstruct *mp; 1045 maptile *mp;
1026 1046
1027 if (dir==0) return NULL; 1047 if (dir == 0)
1028
1029 for (dist=1; dist<range; dist++) {
1030 x = op->x + freearr_x[dir] * dist;
1031 y = op->y + freearr_y[dir] * dist;
1032 mp = op->map;
1033 mflags = get_map_flags(op->map, &mp, x, y, &x, &y);
1034
1035 if (mflags & P_OUT_OF_MAP) return NULL;
1036 if ((type & SPELL_MANA) && (mflags & P_NO_MAGIC)) return NULL;
1037 if ((type & SPELL_GRACE) && (mflags & P_NO_CLERIC)) return NULL;
1038 if (GET_MAP_MOVE_BLOCK(mp, x, y) & MOVE_FLY_LOW) return NULL;
1039
1040 if (mflags & P_IS_ALIVE) {
1041 for(target=get_map_ob(mp,x,y); target; target=target->above) {
1042 if(QUERY_FLAG(target->head?target->head:target,FLAG_MONSTER)) {
1043 return target;
1044 }
1045 }
1046 }
1047 }
1048 return NULL; 1048 return NULL;
1049}
1050 1049
1050 for (dist = 1; dist < range; dist++)
1051 {
1052 x = op->x + freearr_x[dir] * dist;
1053 y = op->y + freearr_y[dir] * dist;
1054 mp = op->map;
1055 mflags = get_map_flags (op->map, &mp, x, y, &x, &y);
1056
1057 if (mflags & P_OUT_OF_MAP)
1058 return NULL;
1059 if ((type & SPELL_MANA) && (mflags & P_NO_MAGIC))
1060 return NULL;
1061 if ((type & SPELL_GRACE) && (mflags & P_NO_CLERIC))
1062 return NULL;
1063 if (GET_MAP_MOVE_BLOCK (mp, x, y) & MOVE_FLY_LOW)
1064 return NULL;
1065
1066 if (mflags & P_IS_ALIVE)
1067 for (target = GET_MAP_OB (mp, x, y); target; target = target->above)
1068 if (QUERY_FLAG (target, FLAG_MONSTER))
1069 return target;
1070 }
1071
1072 return NULL;
1073}
1051 1074
1052/* cast_smite_arch() - the priest points to a creature and causes 1075/* cast_smite_arch() - the priest points to a creature and causes
1053 * a 'godly curse' to decend. 1076 * a 'godly curse' to decend.
1054 * usual params - 1077 * usual params -
1055 * op = player 1078 * op = player
1056 * caster = object casting the spell. 1079 * caster = object casting the spell.
1057 * dir = direction being cast 1080 * dir = direction being cast
1058 * spell = spell object 1081 * spell = spell object
1059 */ 1082 */
1060 1083int
1061int cast_smite_spell (object *op, object *caster,int dir, object *spell) { 1084cast_smite_spell (object *op, object *caster, int dir, object *spell)
1085{
1062 object *effect, *target; 1086 object *effect, *target;
1063 object *god = find_god(determine_god(op)); 1087 object *god = find_god (determine_god (op));
1064 int range; 1088 int range;
1065 1089
1066 range = spell->range + SP_level_range_adjust(caster,spell); 1090 range = spell->range + SP_level_range_adjust (caster, spell);
1067 target = get_pointed_target(op,dir, 50, spell->stats.grace?SPELL_GRACE:SPELL_MANA); 1091 target = get_pointed_target (op, dir, 50, spell->stats.grace ? SPELL_GRACE : SPELL_MANA);
1068 1092
1069 /* Bunch of conditions for casting this spell. Note that only 1093 /* Bunch of conditions for casting this spell. Note that only
1070 * require a god if this is a cleric spell (requires grace). 1094 * require a god if this is a cleric spell (requires grace).
1071 * This makes this spell much more general purpose - it can be used 1095 * This makes this spell much more general purpose - it can be used
1072 * by wizards also, which is good, because I think this is a very 1096 * by wizards also, which is good, because I think this is a very
1073 * interesting spell. 1097 * interesting spell.
1074 * if it is a cleric spell, you need a god, and the creature 1098 * if it is a cleric spell, you need a god, and the creature
1075 * can't be friendly to your god. 1099 * can't be friendly to your god.
1076 */ 1100 */
1077 1101
1078 if(!target || QUERY_FLAG(target,FLAG_REFL_SPELL) 1102 if (!target || QUERY_FLAG (target, FLAG_REFL_SPELL)
1079 ||(!god && spell->stats.grace) 1103 || (!god && spell->stats.grace)
1080 ||(target->title && god && !strcmp(target->title,god->name)) 1104 || (target->title && god && !strcmp (target->title, god->name)) || (target->race && god && strstr (target->race, god->race)))
1081 ||(target->race && god && strstr(target->race,god->race))) { 1105 {
1082 new_draw_info(NDI_UNIQUE,0,op,"Your request is unheeded."); 1106 new_draw_info (NDI_UNIQUE, 0, op, "Your request is unheeded.");
1083 return 0; 1107 return 0;
1084 } 1108 }
1085 1109
1086 if (spell->other_arch) 1110 if (spell->other_arch)
1087 effect = arch_to_object(spell->other_arch); 1111 effect = arch_to_object (spell->other_arch);
1088 else 1112 else
1089 return 0; 1113 return 0;
1090 1114
1091 /* tailor the effect by priest level and worshipped God */ 1115 /* tailor the effect by priest level and worshipped God */
1092 effect->level = caster_level (caster, spell); 1116 effect->level = caster_level (caster, spell);
1093 effect->attacktype = spell->attacktype; 1117 effect->attacktype = spell->attacktype;
1094 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER)) { 1118 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER))
1119 {
1095 if(tailor_god_spell(effect,op)) 1120 if (tailor_god_spell (effect, op))
1096 new_draw_info_format(NDI_UNIQUE,0,op, 1121 new_draw_info_format (NDI_UNIQUE, 0, op, "%s answers your call!", determine_god (op));
1097 "%s answers your call!",determine_god(op));
1098 else { 1122 else
1123 {
1099 new_draw_info(NDI_UNIQUE,0,op,"Your request is ignored."); 1124 new_draw_info (NDI_UNIQUE, 0, op, "Your request is ignored.");
1100 return 0; 1125 return 0;
1101 } 1126 }
1102 } 1127 }
1103 1128
1104 /* size of the area of destruction */ 1129 /* size of the area of destruction */
1105 effect->range=spell->range + 1130 effect->range = spell->range + SP_level_range_adjust (caster, spell);
1106 SP_level_range_adjust(caster,spell); 1131 effect->duration = spell->duration + SP_level_range_adjust (caster, spell);
1107 effect->duration=spell->duration +
1108 SP_level_range_adjust(caster,spell);
1109 1132
1110 if (effect->attacktype & AT_DEATH) { 1133 if (effect->attacktype & AT_DEATH)
1111 effect->level=spell->stats.dam + 1134 {
1112 SP_level_dam_adjust(caster,spell); 1135 effect->level = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1113 1136
1114 /* casting death spells at undead isn't a good thing */ 1137 /* casting death spells at undead isn't a good thing */
1115 if QUERY_FLAG(target, FLAG_UNDEAD) { 1138 if (QUERY_FLAG (target, FLAG_UNDEAD))
1139 {
1116 if(random_roll(0, 2, op, PREFER_LOW)) { 1140 if (random_roll (0, 2, op, PREFER_LOW))
1141 {
1117 new_draw_info(NDI_UNIQUE,0,op,"Idiot! Your spell boomerangs!"); 1142 new_draw_info (NDI_UNIQUE, 0, op, "Idiot! Your spell boomerangs!");
1118 effect->x=op->x; 1143 effect->x = op->x;
1119 effect->y=op->y; 1144 effect->y = op->y;
1120 } else { 1145 }
1121 new_draw_info_format(NDI_UNIQUE,0,op,"The %s looks stronger!", 1146 else
1122 query_name(target)); 1147 {
1148 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s looks stronger!", query_name (target));
1123 target->stats.hp = target->stats.maxhp*2; 1149 target->stats.hp = target->stats.maxhp * 2;
1124 free_object(effect); 1150 effect->destroy ();
1125 return 0; 1151 return 0;
1152 }
1153 }
1126 } 1154 }
1127 } 1155 else
1128 } else { 1156 {
1129 /* how much woe to inflict :) */ 1157 /* how much woe to inflict :) */
1130 effect->stats.dam=spell->stats.dam + 1158 effect->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1131 SP_level_dam_adjust(caster,spell);
1132 } 1159 }
1133 1160
1134 set_owner(effect,op); 1161 effect->set_owner (op);
1135 set_spell_skill(op, caster, spell, effect); 1162 set_spell_skill (op, caster, spell, effect);
1136 1163
1137 /* ok, tell it where to be, and insert! */ 1164 /* ok, tell it where to be, and insert! */
1138 effect->x=target->x; 1165 effect->insert_at (target, op);
1139 effect->y=target->y; 1166
1140 insert_ob_in_map(effect,target->map,op,0);
1141
1142 return 1; 1167 return 1;
1143} 1168}
1144
1145 1169
1146/**************************************************************************** 1170/****************************************************************************
1147 * 1171 *
1148 * MAGIC MISSILE code. 1172 * MAGIC MISSILE code.
1149 * note that the fire_bullet is used to fire the missile. The 1173 * note that the fire_bullet is used to fire the missile. The
1150 * code here is just to move the missile. 1174 * code here is just to move the missile.
1151 ****************************************************************************/ 1175 ****************************************************************************/
1152 1176
1153/* op is a missile that needs to be moved */ 1177/* op is a missile that needs to be moved */
1178void
1154void move_missile(object *op) { 1179move_missile (object *op)
1155 int i, mflags; 1180{
1156 object *owner;
1157 sint16 new_x, new_y;
1158 mapstruct *m;
1159
1160 if (op->range-- <=0) { 1181 if (op->range-- <= 0)
1161 remove_ob(op);
1162 free_object(op);
1163 return;
1164 } 1182 {
1183 op->destroy ();
1184 return;
1185 }
1165 1186
1166 owner = get_owner(op); 1187 mapxy pos (op);
1167#if 0 1188 pos.move (op->direction);
1168 /* It'd make things nastier if this wasn't here - spells cast by 1189
1169 * monster that are then killed would continue to survive 1190 if (!pos.normalise ())
1170 */
1171 if (owner == NULL) {
1172 remove_ob(op);
1173 free_object(op);
1174 return;
1175 } 1191 {
1176#endif 1192 op->destroy ();
1193 return;
1194 }
1177 1195
1178 new_x = op->x + DIRX(op); 1196 mapspace &ms = pos.ms ();
1179 new_y = op->y + DIRY(op);
1180 1197
1181 mflags = get_map_flags(op->map, &m, new_x, new_y, &new_x, &new_y); 1198 if (ms.flags () & P_IS_ALIVE || ms.blocks (op))
1182 1199 {
1183 if (!(mflags & P_OUT_OF_MAP) &&
1184 ((mflags & P_IS_ALIVE) || OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, new_x, new_y)))) {
1185 tag_t tag = op->count;
1186 hit_map (op, op->direction, AT_MAGIC, 1); 1200 hit_map (op, op->direction, AT_MAGIC, 1);
1187 /* Basically, missile only hits one thing then goes away. 1201 /* Basically, missile only hits one thing then goes away.
1188 * we need to remove it if someone hasn't already done so. 1202 * we need to remove it if someone hasn't already done so.
1189 */ 1203 */
1190 if ( ! was_destroyed (op, tag)) { 1204 op->destroy ();
1191 remove_ob (op); 1205 return;
1192 free_object(op); 1206 }
1193 } 1207
1194 return; 1208 if (!op->direction)
1195 } 1209 {
1196 1210 op->destroy ();
1197 remove_ob(op); 1211 return;
1198 if ( ! op->direction || (mflags & P_OUT_OF_MAP)) {
1199 free_object(op);
1200 return;
1201 } 1212 }
1202 op->x = new_x; 1213
1203 op->y = new_y; 1214 int i = spell_find_dir (pos.m, pos.x, pos.y, op->owner);
1204 op->map = m;
1205 i=spell_find_dir(op->map, op->x, op->y, get_owner(op));
1206 if(i > 0 && i != op->direction){ 1215 if (i > 0 && i != op->direction)
1216 {
1207 op->direction=i; 1217 op->direction = i;
1208 SET_ANIMATION(op, op->direction); 1218 SET_ANIMATION (op, op->direction);
1209 } 1219 }
1210 insert_ob_in_map(op,op->map,op,0); 1220
1221 pos.insert (op, op);
1211} 1222}
1212 1223
1213/**************************************************************************** 1224/****************************************************************************
1214 * Destruction 1225 * Destruction
1215 ****************************************************************************/ 1226 ****************************************************************************/
1227
1216/* make_object_glow() - currently only makes living objects glow. 1228/* make_object_glow() - currently only makes living objects glow.
1217 * we do this by creating a force and inserting it in the 1229 * we do this by creating a force and inserting it in the
1218 * object. if time is 0, the object glows permanently. To truely 1230 * object. if time is 0, the object glows permanently. To truely
1219 * make this work for non-living objects, we would have to 1231 * make this work for non-living objects, we would have to
1220 * give them the capability to have an inventory. b.t. 1232 * give them the capability to have an inventory. b.t.
1221 */ 1233 */
1222 1234int
1223int make_object_glow(object *op, int radius, int time) { 1235make_object_glow (object *op, int radius, int time)
1224 object *tmp; 1236{
1225
1226 /* some things are unaffected... */ 1237 /* some things are unaffected... */
1227 if(op->path_denied&PATH_LIGHT) 1238 if (op->path_denied & PATH_LIGHT)
1228 return 0; 1239 return 0;
1229 1240
1230 tmp=get_archetype(FORCE_NAME); 1241 object *tmp = get_archetype (FORCE_NAME);
1231 tmp->speed = 0.01; 1242 tmp->speed = 0.01;
1232 tmp->stats.food = time; 1243 tmp->stats.food = time;
1233 SET_FLAG(tmp, FLAG_IS_USED_UP); 1244 SET_FLAG (tmp, FLAG_IS_USED_UP);
1234 tmp->glow_radius=radius; 1245 tmp->glow_radius = radius;
1235 if (tmp->glow_radius > MAX_LIGHT_RADII) 1246 if (tmp->glow_radius > MAX_LIGHT_RADII)
1236 tmp->glow_radius = MAX_LIGHT_RADII; 1247 tmp->glow_radius = MAX_LIGHT_RADII;
1237 1248
1238 tmp->x=op->x;
1239 tmp->y=op->y;
1240 if(tmp->speed<MIN_ACTIVE_SPEED) tmp->speed = MIN_ACTIVE_SPEED; /* safety */
1241 tmp=insert_ob_in_ob(tmp,op); 1249 tmp = insert_ob_in_ob (tmp, op);
1250
1242 if (tmp->glow_radius > op->glow_radius) 1251 if (tmp->glow_radius > op->glow_radius)
1243 op->glow_radius = tmp->glow_radius; 1252 op->glow_radius = tmp->glow_radius;
1244 1253
1245 if(!tmp->env||op!=tmp->env) {
1246 LOG(llevError,"make_object_glow() failed to insert glowing force in %s\n",
1247 op->name);
1248 return 0;
1249 }
1250 return 1; 1254 return 1;
1251} 1255}
1252 1256
1253 1257int
1254
1255
1256int cast_destruction(object *op, object *caster, object *spell_ob) { 1258cast_destruction (object *op, object *caster, object *spell_ob)
1259{
1257 int i,j, range, mflags, friendly=0, dam, dur; 1260 int i, j, range, mflags, friendly = 0, dam, dur;
1258 sint16 sx,sy; 1261 sint16 sx, sy;
1259 mapstruct *m; 1262 maptile *m;
1260 object *tmp; 1263 object *tmp;
1261 const char *skill; 1264 const char *skill;
1262 1265
1263 range = spell_ob->range + SP_level_range_adjust(caster, spell_ob); 1266 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
1264 dam = spell_ob->stats.dam + SP_level_dam_adjust(caster, spell_ob); 1267 dam = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob);
1265 dur = spell_ob->duration + SP_level_duration_adjust(caster, spell_ob); 1268 dur = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
1266 if (QUERY_FLAG(op, FLAG_FRIENDLY) || op->type == PLAYER) friendly=1; 1269 if (QUERY_FLAG (op, FLAG_FRIENDLY) || op->type == PLAYER)
1270 friendly = 1;
1267 1271
1268 /* destruction doesn't use another spell object, so we need 1272 /* destruction doesn't use another spell object, so we need
1269 * update op's skill pointer so that exp is properly awarded. 1273 * update op's skill pointer so that exp is properly awarded.
1270 * We do some shortcuts here - since this is just temporary 1274 * We do some shortcuts here - since this is just temporary
1271 * and we'll reset the values back, we don't need to go through 1275 * and we'll reset the values back, we don't need to go through
1272 * the full share string/free_string route. 1276 * the full share string/free_string route.
1273 */ 1277 */
1274 skill = op->skill; 1278 skill = op->skill;
1279 if (caster == op)
1275 if (caster == op) op->skill = spell_ob->skill; 1280 op->skill = spell_ob->skill;
1276 else if (caster->skill) op->skill = caster->skill; 1281 else if (caster->skill)
1282 op->skill = caster->skill;
1283 else
1277 else op->skill = NULL; 1284 op->skill = NULL;
1278 1285
1279 change_skill(op, find_skill_by_name(op, op->skill), 1); 1286 op->change_skill (find_skill_by_name (op, op->skill));
1280 1287
1281 for(i= -range; i<range; i++) { 1288 for (i = -range; i <= range; i++)
1289 {
1282 for(j=-range; j<range ; j++) { 1290 for (j = -range; j <= range; j++)
1291 {
1283 m = op->map; 1292 m = op->map;
1284 sx = op->x + i; 1293 sx = op->x + i;
1285 sy = op->y + j; 1294 sy = op->y + j;
1295
1286 mflags = get_map_flags(m, &m, sx, sy, &sx, &sy); 1296 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
1287 if (mflags & P_OUT_OF_MAP) continue; 1297 if (mflags & P_OUT_OF_MAP)
1298 continue;
1299
1288 if (mflags & P_IS_ALIVE) { 1300 if (mflags & P_IS_ALIVE)
1289 for (tmp=get_map_ob(m, sx, sy); tmp; tmp=tmp->above) { 1301 {
1302 for (tmp = GET_MAP_OB (m, sx, sy); tmp; tmp = tmp->above)
1290 if (QUERY_FLAG(tmp, FLAG_ALIVE) || tmp->type==PLAYER) break; 1303 if (QUERY_FLAG (tmp, FLAG_ALIVE) || tmp->type == PLAYER)
1291 } 1304 break;
1292 if (tmp) {
1293 if (tmp->head) tmp=tmp->head;
1294 1305
1306 if (tmp)
1307 {
1308 if (tmp->head)
1309 tmp = tmp->head;
1310
1295 if ((friendly && !QUERY_FLAG(tmp, FLAG_FRIENDLY) && tmp->type!=PLAYER) || 1311 if ((friendly && !QUERY_FLAG (tmp, FLAG_FRIENDLY) && tmp->type != PLAYER) ||
1296 (!friendly && (QUERY_FLAG(tmp, FLAG_FRIENDLY) || tmp->type==PLAYER))) { 1312 (!friendly && (QUERY_FLAG (tmp, FLAG_FRIENDLY) || tmp->type == PLAYER)))
1297 if (spell_ob->subtype == SP_DESTRUCTION) { 1313 {
1314 if (spell_ob->subtype == SP_DESTRUCTION)
1315 {
1298 hit_player(tmp,dam,op,spell_ob->attacktype,0); 1316 hit_player (tmp, dam, op, spell_ob->attacktype, 0);
1299 if (spell_ob->other_arch) { 1317
1300 tmp = arch_to_object(spell_ob->other_arch); 1318 if (spell_ob->other_arch)
1301 tmp->x = sx; 1319 m->insert (arch_to_object (spell_ob->other_arch), sx, sy, op);
1302 tmp->y = sy; 1320 }
1303 insert_ob_in_map(tmp, m, op, 0); 1321 else if (spell_ob->subtype == SP_FAERY_FIRE && tmp->resist[ATNR_MAGIC] != 100)
1304 } 1322 {
1305 }
1306 else if (spell_ob->subtype == SP_FAERY_FIRE &&
1307 tmp->resist[ATNR_MAGIC]!=100) {
1308 if (make_object_glow(tmp, 1, dur) && spell_ob->other_arch) { 1323 if (make_object_glow (tmp, 1, dur) && spell_ob->other_arch)
1309 object *effect = arch_to_object(spell_ob->other_arch); 1324 m->insert (arch_to_object (spell_ob->other_arch), sx, sy, op);
1310 effect->x = sx; 1325 }
1311 effect->y = sy; 1326 }
1312 insert_ob_in_map(effect, m, op, 0); 1327 }
1313 } 1328 }
1314 } 1329 }
1315 }
1316 }
1317 } 1330 }
1318 } 1331
1319 }
1320 op->skill = skill; 1332 op->skill = skill;
1321 return 1; 1333 return 1;
1322} 1334}
1323 1335
1324/*************************************************************************** 1336/***************************************************************************
1325 * 1337 *
1326 * CURSE 1338 * CURSE
1327 * 1339 *
1328 ***************************************************************************/ 1340 ***************************************************************************/
1329 1341
1342int
1330int cast_curse(object *op, object *caster, object *spell_ob, int dir) { 1343cast_curse (object *op, object *caster, object *spell_ob, int dir)
1344{
1331 object *god = find_god(determine_god(op)); 1345 object *god = find_god (determine_god (op));
1332 object *tmp, *force; 1346 object *tmp, *force;
1333 1347
1334 tmp = get_pointed_target(op, (dir==0)?op->direction:dir, 1348 tmp = get_pointed_target (op, (dir == 0) ? op->direction : dir, spell_ob->range, SPELL_GRACE);
1335 spell_ob->range, SPELL_GRACE);
1336 if (!tmp) { 1349 if (!tmp)
1337 new_draw_info(NDI_UNIQUE, 0, op,
1338 "There is no one in that direction to curse.");
1339 return 0;
1340 } 1350 {
1351 new_draw_info (NDI_UNIQUE, 0, op, "There is no one in that direction to curse.");
1352 return 0;
1353 }
1341 1354
1355 tmp = tmp->head_ ();
1356
1342 /* If we've already got a force of this type, don't add a new one. */ 1357 /* If we've already got a force of this type, don't add a new one. */
1343 for(force=tmp->inv; force!=NULL; force=force->below) { 1358 for (force = tmp->inv; force; force = force->below)
1359 {
1344 if (force->type==FORCE && force->subtype == FORCE_CHANGE_ABILITY) { 1360 if (force->type == FORCE && force->subtype == FORCE_CHANGE_ABILITY)
1361 {
1345 if (force->name == spell_ob->name) { 1362 if (force->name == spell_ob->name)
1346 break; 1363 {
1347 } 1364 break;
1365 }
1348 else if (spell_ob->race && spell_ob->race == force->name) { 1366 else if (spell_ob->race && spell_ob->race == force->name)
1349 new_draw_info_format(NDI_UNIQUE, 0, op, 1367 {
1350 "You can not cast %s while %s is in effect", 1368 new_draw_info_format (NDI_UNIQUE, 0, op, "You can not cast %s while %s is in effect", &spell_ob->name, &force->name_pl);
1351 spell_ob->name, force->name_pl); 1369 return 0;
1352 return 0; 1370 }
1371 }
1353 } 1372 }
1354 } 1373
1374 if (!force)
1355 } 1375 {
1356
1357 if(force==NULL) {
1358 force=get_archetype(FORCE_NAME); 1376 force = get_archetype (FORCE_NAME);
1359 force->subtype = FORCE_CHANGE_ABILITY; 1377 force->subtype = FORCE_CHANGE_ABILITY;
1360 free_string(force->name); 1378
1361 if (spell_ob->race) 1379 if (spell_ob->race)
1362 force->name = add_refcount(spell_ob->race); 1380 force->name = spell_ob->race;
1363 else
1364 force->name = add_refcount(spell_ob->name);
1365 free_string(force->name_pl);
1366 force->name_pl = add_refcount(spell_ob->name);
1367
1368 } else { 1381 else
1382 force->name = spell_ob->name;
1383
1384 force->name_pl = spell_ob->name;
1385
1386 }
1387 else
1388 {
1369 int duration; 1389 int duration;
1370 1390
1371 duration = spell_ob->duration + SP_level_duration_adjust(caster, spell_ob) * 50; 1391 duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1372 if (duration > force->duration) { 1392 if (duration > force->duration)
1393 {
1373 force->duration = duration; 1394 force->duration = duration;
1374 new_draw_info(NDI_UNIQUE, 0, op, "You recast the spell while in effect."); 1395 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
1375 } else { 1396 }
1397 else
1376 new_draw_info(NDI_UNIQUE, 0, op, "Recasting the spell had no effect."); 1398 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect.");
1377 } 1399
1378 return 1; 1400 return 1;
1379 } 1401 }
1402
1380 force->duration = spell_ob->duration + SP_level_duration_adjust(caster, spell_ob) * 50; 1403 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1381 force->speed = 1.0; 1404 force->speed = 1.f;
1382 force->speed_left = -1.0; 1405 force->speed_left = -1.f;
1383 SET_FLAG(force, FLAG_APPLIED); 1406 SET_FLAG (force, FLAG_APPLIED);
1384 1407
1385 if(god) { 1408 if (god)
1409 {
1386 if (spell_ob->last_grace) 1410 if (spell_ob->last_grace)
1387 force->path_repelled=god->path_repelled; 1411 force->path_repelled = god->path_repelled;
1388 if (spell_ob->last_grace) 1412 if (spell_ob->last_grace)
1389 force->path_denied=god->path_denied; 1413 force->path_denied = god->path_denied;
1390 new_draw_info_format(NDI_UNIQUE, 0,tmp, 1414 new_draw_info_format (NDI_UNIQUE, 0, tmp, "You are a victim of %s's curse!", &god->name);
1391 "You are a victim of %s's curse!",god->name); 1415 }
1392 } else 1416 else
1393 new_draw_info(NDI_UNIQUE, 0,op,"Your curse seems empty."); 1417 new_draw_info (NDI_UNIQUE, 0, op, "Your curse seems empty.");
1394 1418
1395 1419
1396 if(tmp!=op && op->type==PLAYER) 1420 if (tmp != op && op->type == PLAYER)
1397 new_draw_info_format(NDI_UNIQUE, 0, op, "You curse %s!",tmp->name); 1421 new_draw_info_format (NDI_UNIQUE, 0, op, "You curse %s!", &tmp->name);
1398 1422
1399 force->stats.ac = spell_ob->stats.ac; 1423 force->stats.ac = spell_ob->stats.ac;
1400 force->stats.wc = spell_ob->stats.wc; 1424 force->stats.wc = spell_ob->stats.wc;
1401 1425
1402 change_abil(tmp,force); /* Mostly to display any messages */ 1426 change_abil (tmp, force); /* Mostly to display any messages */
1403 insert_ob_in_ob(force,tmp); 1427 insert_ob_in_ob (force, tmp);
1404 fix_player(tmp); 1428 tmp->update_stats ();
1405 return 1; 1429 return 1;
1406 1430
1407} 1431}
1408
1409 1432
1410/********************************************************************** 1433/**********************************************************************
1411 * mood change 1434 * mood change
1412 * Arguably, this may or may not be an attack spell. But since it 1435 * Arguably, this may or may not be an attack spell. But since it
1413 * effects monsters, it seems best to put it into this file 1436 * effects monsters, it seems best to put it into this file
1414 ***********************************************************************/ 1437 ***********************************************************************/
1415 1438
1416/* This covers the various spells that change the moods of monsters - 1439/* This covers the various spells that change the moods of monsters -
1417 * makes them angry, peacful, friendly, etc. 1440 * makes them angry, peacful, friendly, etc.
1418 */ 1441 */
1442int
1419int mood_change(object *op, object *caster, object *spell) { 1443mood_change (object *op, object *caster, object *spell)
1444{
1420 object *tmp, *god, *head; 1445 object *tmp, *god, *head;
1421 int done_one, range, mflags, level, at, best_at; 1446 int done_one, range, mflags, level, at, best_at;
1422 sint16 x, y, nx, ny; 1447 sint16 x, y, nx, ny;
1423 mapstruct *m; 1448 maptile *m;
1424 const char *race; 1449 const char *race;
1425 1450
1426 /* We precompute some values here so that we don't have to keep 1451 /* We precompute some values here so that we don't have to keep
1427 * doing it over and over again. 1452 * doing it over and over again.
1428 */ 1453 */
1429 god=find_god(determine_god(op)); 1454 god = find_god (determine_god (op));
1430 level=caster_level(caster, spell); 1455 level = caster_level (caster, spell);
1431 range = spell->range + SP_level_range_adjust(caster, spell); 1456 range = spell->range + SP_level_range_adjust (caster, spell);
1432 1457
1433 /* On the bright side, no monster should ever have a race of GOD_... 1458 /* On the bright side, no monster should ever have a race of GOD_...
1434 * so even if the player doesn't worship a god, if race=GOD_.., it 1459 * so even if the player doesn't worship a god, if race=GOD_.., it
1435 * won't ever match anything. 1460 * won't ever match anything.
1436 */ 1461 */
1437 if (!spell->race) race=NULL; 1462 if (!spell->race)
1463 race = NULL;
1438 else if (god && !strcmp(spell->race, "GOD_SLAYING")) race = god->slaying; 1464 else if (god && !strcmp (spell->race, "GOD_SLAYING"))
1465 race = god->slaying;
1439 else if (god && !strcmp(spell->race, "GOD_FRIEND")) race = god->race; 1466 else if (god && !strcmp (spell->race, "GOD_FRIEND"))
1467 race = god->race;
1468 else
1440 else race = spell->race; 1469 race = spell->race;
1441
1442 1470
1443 for (x = op->x - range; x <= op->x + range; x++) 1471 for (x = op->x - range; x <= op->x + range; x++)
1444 for (y = op->y - range; y <= op->y + range; y++) { 1472 for (y = op->y - range; y <= op->y + range; y++)
1445 1473 {
1446 done_one=0; 1474 done_one = 0;
1447 m = op->map; 1475 m = op->map;
1448 nx = x; 1476 nx = x;
1449 ny = y; 1477 ny = y;
1450 mflags = get_map_flags(m, &m, x, y, &nx, &ny); 1478 mflags = get_map_flags (m, &m, x, y, &nx, &ny);
1451 if (mflags & P_OUT_OF_MAP) continue; 1479 if (mflags & P_OUT_OF_MAP)
1480 continue;
1452 1481
1453 /* If there is nothing living on this space, no need to go further */ 1482 /* If there is nothing living on this space, no need to go further */
1454 if (!(mflags & P_IS_ALIVE)) continue; 1483 if (!(mflags & P_IS_ALIVE))
1484 continue;
1455 1485
1486 // players can only affect spaces that they can actually see
1487 if (caster && caster->contr
1488 && caster->contr->visibility_at (m, nx, ny) < 70)
1489 continue;
1490
1456 for (tmp = get_map_ob(m, nx, ny); tmp; tmp = tmp->above) 1491 for (tmp = GET_MAP_TOP (m, nx, ny); tmp; tmp = tmp->below)
1457 if (QUERY_FLAG(tmp, FLAG_MONSTER)) break; 1492 if (QUERY_FLAG (tmp, FLAG_MONSTER))
1493 break;
1458 1494
1459 /* There can be living objects that are not monsters */ 1495 /* There can be living objects that are not monsters */
1460 if (!tmp || tmp->type==PLAYER) continue; 1496 if (!tmp || tmp->type == PLAYER)
1497 continue;
1461 1498
1462 /* Only the head has meaningful data, so resolve to that */ 1499 /* Only the head has meaningful data, so resolve to that */
1463 if (tmp->head) head=tmp->head; 1500 if (tmp->head)
1464 else head=tmp; 1501 head = tmp->head;
1502 else
1503 head = tmp;
1465 1504
1466 /* Make sure the race is OK. Likewise, only effect undead if spell specifically allows it */ 1505 /* Make sure the race is OK. Likewise, only effect undead if spell specifically allows it */
1467 if (race && head->race && !strstr(race, head->race)) continue; 1506 if (race && head->race && !strstr (race, head->race))
1507 continue;
1508
1468 if (QUERY_FLAG(head, FLAG_UNDEAD) && !QUERY_FLAG(spell, FLAG_UNDEAD)) continue; 1509 if (QUERY_FLAG (head, FLAG_UNDEAD) && !QUERY_FLAG (spell, FLAG_UNDEAD))
1510 continue;
1469 1511
1470 /* Now do a bunch of stuff related to saving throws */ 1512 /* Now do a bunch of stuff related to saving throws */
1471 best_at = -1; 1513 best_at = -1;
1472 if (spell->attacktype) { 1514 if (spell->attacktype)
1515 {
1473 for (at=0; at < NROFATTACKS; at++) 1516 for (at = 0; at < NROFATTACKS; at++)
1474 if (spell->attacktype & (1 << at)) 1517 if (spell->attacktype & (1 << at))
1475 if (best_at == -1 || head->resist[at] > head->resist[best_at]) best_at = at; 1518 if (best_at == -1 || head->resist[at] > head->resist[best_at])
1519 best_at = at;
1476 1520
1477 if (best_at == -1) at=0; 1521 if (best_at == -1)
1522 at = 0;
1478 else { 1523 else
1524 {
1479 if (head->resist[best_at] == 100) continue; 1525 if (head->resist[best_at] == 100)
1480 else at = head->resist[best_at] / 5; 1526 continue;
1481 } 1527 else
1528 at = head->resist[best_at] / 5;
1529 }
1482 at -= level / 5; 1530 at -= level / 5;
1483 if (did_make_save(head, head->level, at)) continue; 1531 if (did_make_save (head, head->level, at))
1484 } 1532 continue;
1533 }
1485 else /* spell->attacktype */ 1534 else /* spell->attacktype */
1535 {
1486 /* 1536 /*
1487 Spell has no attacktype (charm & such), so we'll have a specific saving: 1537 Spell has no attacktype (charm & such), so we'll have a specific saving:
1488 * if spell level < monster level, no go 1538 * if spell level < monster level, no go
1489 * else, chance of effect = 20 + min( 50, 2 * ( spell level - monster level ) ) 1539 * else, chance of effect = 20 + min( 50, 2 * ( spell level - monster level ) )
1490 1540
1491 The chance will then be in the range [20-70] percent, not too bad. 1541 The chance will then be in the range [20-70] percent, not too bad.
1492 1542
1493 This is required to fix the 'charm monster' abuse, where a player level 1 can 1543 This is required to fix the 'charm monster' abuse, where a player level 1 can
1494 charm a level 125 monster... 1544 charm a level 125 monster...
1495 1545
1496 Ryo, august 14th 1546 Ryo, august 14th
1497 */ 1547 */
1498 {
1499 if ( head->level > level ) continue; 1548 if (head->level > level)
1549 continue;
1550
1500 if ( random_roll( 0, 100, caster, PREFER_LOW ) >= ( 20 + MIN( 50, 2 * ( level - head->level ) ) ) ) 1551 if (random_roll (0, 100, caster, PREFER_LOW) >= (20 + MIN (50, 2 * (level - head->level))))
1501 /* Failed, no effect */ 1552 /* Failed, no effect */
1502 continue; 1553 continue;
1503 } 1554 }
1504 1555
1505 /* Done with saving throw. Now start effecting the monster */ 1556 /* Done with saving throw. Now start affecting the monster */
1506 1557
1507 /* aggravation */ 1558 /* aggravation */
1508 if (QUERY_FLAG(spell, FLAG_MONSTER)) { 1559 if (QUERY_FLAG (spell, FLAG_MONSTER))
1560 {
1509 CLEAR_FLAG(head, FLAG_SLEEP); 1561 CLEAR_FLAG (head, FLAG_SLEEP);
1510 if (QUERY_FLAG(head, FLAG_FRIENDLY))
1511 remove_friendly_object(head); 1562 remove_friendly_object (head);
1563 done_one = 1;
1564 head->enemy = op;
1565 }
1512 1566
1513 done_one = 1;
1514 head->enemy = op;
1515 }
1516
1517 /* calm monsters */ 1567 /* calm monsters */
1518 if (QUERY_FLAG(spell, FLAG_UNAGGRESSIVE) && !QUERY_FLAG(head, FLAG_UNAGGRESSIVE)) { 1568 if (QUERY_FLAG (spell, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (head, FLAG_UNAGGRESSIVE))
1569 {
1519 SET_FLAG(head, FLAG_UNAGGRESSIVE); 1570 SET_FLAG (head, FLAG_UNAGGRESSIVE);
1520 head->enemy = NULL; 1571 head->enemy = NULL;
1521 done_one = 1; 1572 done_one = 1;
1522 } 1573 }
1523 1574
1524 /* berserk monsters */ 1575 /* berserk monsters */
1525 if (QUERY_FLAG(spell, FLAG_BERSERK) && !QUERY_FLAG(head, FLAG_BERSERK)) { 1576 if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK))
1577 {
1526 SET_FLAG(head, FLAG_BERSERK); 1578 SET_FLAG (head, FLAG_BERSERK);
1527 done_one = 1; 1579 done_one = 1;
1528 } 1580 }
1581
1529 /* charm */ 1582 /* charm */
1530 if (QUERY_FLAG(spell, FLAG_NO_ATTACK) && !QUERY_FLAG(head, FLAG_FRIENDLY)) { 1583 if (QUERY_FLAG (spell, FLAG_NO_ATTACK) && !QUERY_FLAG (head, FLAG_FRIENDLY))
1531 SET_FLAG(head, FLAG_FRIENDLY); 1584 {
1585 INVOKE_OBJECT (KILL, head, ARG_OBJECT (caster));
1586
1532 /* Prevent uncontolled outbreaks of self replicating monsters. 1587 /* Prevent uncontrolled outbreaks of self replicating monsters.
1533 Typical use case is charm, go somwhere, use aggravation to make hostile. 1588 Typical use case is charm, go somwhere, use aggravation to make hostile.
1534 This could lead to fun stuff like mice outbreak in bigworld and server crawl. */ 1589 This could lead to fun stuff like mice outbreak in bigworld and server crawl. */
1535 CLEAR_FLAG(head, FLAG_GENERATOR); 1590 CLEAR_FLAG (head, FLAG_GENERATOR);
1536 set_owner(head, op); 1591 head->set_owner (op);
1537 set_spell_skill(op, caster, spell, head); 1592 set_spell_skill (op, caster, spell, head);
1538 add_friendly_object(head); 1593 add_friendly_object (head);
1539 head->attack_movement = PETMOVE; 1594 head->attack_movement = PETMOVE;
1540 done_one = 1; 1595 done_one = 1;
1541 change_exp(op, head->stats.exp / 2, head->skill, SK_EXP_ADD_SKILL); 1596 change_exp (op, head->stats.exp / 2, head->skill, SK_EXP_ADD_SKILL);
1542 head->stats.exp = 0; 1597 head->stats.exp = 0;
1543 } 1598 }
1544 1599
1545 /* If a monster was effected, put an effect in */ 1600 /* If a monster was effected, put an effect in */
1546 if (done_one && spell->other_arch) { 1601 if (done_one && spell->other_arch)
1547 tmp = arch_to_object(spell->other_arch); 1602 m->insert (arch_to_object (spell->other_arch), nx, ny, op);
1548 tmp->x = nx; 1603 } /* for y */
1549 tmp->y = ny;
1550 insert_ob_in_map(tmp, m, op, 0);
1551 }
1552 } /* for y */
1553 1604
1554 return 1; 1605 return 1;
1555} 1606}
1556 1607
1557 1608
1558/* Move_ball_spell: This handles ball type spells that just sort of wander 1609/* Move_ball_spell: This handles ball type spells that just sort of wander
1559 * about. was called move_ball_lightning, but since more than the ball 1610 * about. was called move_ball_lightning, but since more than the ball
1560 * lightning spell used it, that seemed misnamed. 1611 * lightning spell used it, that seemed misnamed.
1561 * op is the spell effect. 1612 * op is the spell effect.
1562 * note that duration is handled by process_object() in time.c 1613 * note that duration is handled by process_object() in time.c
1563 */ 1614 */
1564 1615
1616void
1565void move_ball_spell(object *op) { 1617move_ball_spell (object *op)
1618{
1566 int i,j,dam_save,dir, mflags; 1619 int i, j, dam_save, dir, mflags;
1567 sint16 nx,ny, hx, hy; 1620 sint16 nx, ny, hx, hy;
1568 object *owner; 1621 object *owner;
1569 mapstruct *m; 1622 maptile *m;
1570 1623
1571 owner = get_owner(op); 1624 owner = op->owner;
1572 1625
1573 /* the following logic makes sure that the ball doesn't move into a wall, 1626 /* the following logic makes sure that the ball doesn't move into a wall,
1574 * and makes sure that it will move along a wall to try and get at it's 1627 * and makes sure that it will move along a wall to try and get at it's
1575 * victim. The block immediately below more or less chooses a random 1628 * victim. The block immediately below more or less chooses a random
1576 * offset to move the ball, eg, keep it mostly on course, with some 1629 * offset to move the ball, eg, keep it mostly on course, with some
1577 * deviations. 1630 * deviations.
1578 */ 1631 */
1579 1632
1580 dir = 0; 1633 dir = 0;
1581 if(!(rndm(0, 3))) 1634 if (!(rndm (0, 3)))
1582 j = rndm(0, 1); 1635 j = rndm (0, 1);
1583 else j=0; 1636 else
1637 j = 0;
1584 1638
1585 for(i = 1; i < 9; i++) { 1639 for (i = 1; i < 9; i++)
1640 {
1586 /* i bit 0: alters sign of offset 1641 /* i bit 0: alters sign of offset
1587 * other bits (i / 2): absolute value of offset 1642 * other bits (i / 2): absolute value of offset
1588 */ 1643 */
1589 1644
1590 int offset = ((i ^ j) & 1) ? (i / 2) : - (i / 2); 1645 int offset = ((i ^ j) & 1) ? (i / 2) : -(i / 2);
1591 int tmpdir = absdir (op->direction + offset); 1646 int tmpdir = absdir (op->direction + offset);
1592 1647
1593 nx = op->x + freearr_x[tmpdir]; 1648 nx = op->x + freearr_x[tmpdir];
1594 ny = op->y + freearr_y[tmpdir]; 1649 ny = op->y + freearr_y[tmpdir];
1595 if ( ! (get_map_flags(op->map, &m, nx, ny, &nx, &ny) & P_OUT_OF_MAP) && 1650 if (!(get_map_flags (op->map, &m, nx, ny, &nx, &ny) & P_OUT_OF_MAP) && !(OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, nx, ny))))
1596 !(OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, nx, ny)))) { 1651 {
1597 dir = tmpdir; 1652 dir = tmpdir;
1598 break; 1653 break;
1599 } 1654 }
1600 } 1655 }
1601 if (dir == 0) { 1656 if (dir == 0)
1602 nx = op->x;
1603 ny = op->y;
1604 m = op->map;
1605 } 1657 {
1658 nx = op->x;
1659 ny = op->y;
1660 m = op->map;
1661 }
1606 1662
1607 remove_ob(op); 1663 m->insert (op, nx, ny, op);
1608 op->y=ny; 1664
1609 op->x=nx;
1610 insert_ob_in_map(op,m,op,0);
1611
1612 dam_save = op->stats.dam; /* save the original dam: we do halfdam on 1665 dam_save = op->stats.dam; /* save the original dam: we do halfdam on
1613 surrounding squares */ 1666 surrounding squares */
1614 1667
1615 /* loop over current square and neighbors to hit. 1668 /* loop over current square and neighbors to hit.
1616 * if this has an other_arch field, we insert that in 1669 * if this has an other_arch field, we insert that in
1617 * the surround spaces. 1670 * the surround spaces.
1618 */ 1671 */
1619 for(j=0;j<9;j++) { 1672 for (j = 0; j < 9; j++)
1620 object *new_ob; 1673 {
1621
1622 hx = nx+freearr_x[j]; 1674 hx = nx + freearr_x[j];
1623 hy = ny+freearr_y[j]; 1675 hy = ny + freearr_y[j];
1624 1676
1625 m = op->map; 1677 m = op->map;
1626 mflags = get_map_flags(m, &m, hx, hy, &hx, &hy); 1678 mflags = get_map_flags (m, &m, hx, hy, &hx, &hy);
1627 1679
1628 if (mflags & P_OUT_OF_MAP) continue; 1680 if (mflags & P_OUT_OF_MAP)
1681 continue;
1629 1682
1630 /* first, don't ever, ever hit the owner. Don't hit out 1683 /* first, don't ever, ever hit the owner. Don't hit out
1631 * of the map either. 1684 * of the map either.
1632 */ 1685 */
1633 1686
1634 if((mflags & P_IS_ALIVE) && (!owner || owner->x!=hx || owner->y!=hy || !on_same_map(owner,op))) { 1687 if ((mflags & P_IS_ALIVE) && (!owner || owner->x != hx || owner->y != hy || !on_same_map (owner, op)))
1635 if(j) op->stats.dam = dam_save/2; 1688 {
1689 if (j)
1690 op->stats.dam = dam_save / 2;
1691
1636 hit_map(op,j,op->attacktype,1); 1692 hit_map (op, j, op->attacktype, 1);
1693 }
1637 1694
1638 }
1639
1640 /* insert the other arch */ 1695 /* insert the other arch */
1641 if(op->other_arch && !(OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, hx, hy)))) { 1696 if (op->other_arch && !(OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy))))
1642 new_ob = arch_to_object(op->other_arch); 1697 m->insert (arch_to_object (op->other_arch), hx, hy, op);
1643 new_ob->x = hx;
1644 new_ob->y = hy;
1645 insert_ob_in_map(new_ob,m,op,0);
1646 }
1647 } 1698 }
1648 1699
1649 /* restore to the center location and damage*/ 1700 /* restore to the center location and damage */
1650 op->stats.dam = dam_save; 1701 op->stats.dam = dam_save;
1651 1702
1652 i=spell_find_dir(op->map,op->x,op->y,get_owner(op)); 1703 i = spell_find_dir (op->map, op->x, op->y, op->owner);
1653 1704
1654 if(i>=0) { /* we have a preferred direction! */ 1705 if (i >= 0)
1706 { /* we have a preferred direction! */
1655 /* pick another direction if the preferred dir is blocked. */ 1707 /* pick another direction if the preferred dir is blocked. */
1656 if (get_map_flags(op->map,&m, nx + freearr_x[i], ny + freearr_y[i],&hx,&hy) & P_OUT_OF_MAP || 1708 if (get_map_flags (op->map, &m, nx + freearr_x[i], ny + freearr_y[i], &hx, &hy) & P_OUT_OF_MAP ||
1657 OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, hx, hy))) { 1709 OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy)))
1658 i= absdir(i + rndm(0, 2) -1); /* -1, 0, +1 */ 1710 i = absdir (i + rndm (0, 2) - 1); /* -1, 0, +1 */
1659 } 1711
1660 op->direction=i; 1712 op->direction = i;
1661 } 1713 }
1662} 1714}
1663 1715
1664
1665/* move_swarm_spell: peterm 1716/* move_swarm_spell: peterm
1666 * This is an implementation of the swarm spell. It was written for 1717 * This is an implementation of the swarm spell. It was written for
1667 * meteor swarm, but it could be used for any swarm. A swarm spell 1718 * meteor swarm, but it could be used for any swarm. A swarm spell
1668 * is a special type of object that casts swarms of other types 1719 * is a special type of object that casts swarms of other types
1669 * of spells. Which spell it casts is flexible. It fires the spells 1720 * of spells. Which spell it casts is flexible. It fires the spells
1670 * from a set of squares surrounding the caster, in a given direction. 1721 * from a set of squares surrounding the caster, in a given direction.
1671 */ 1722 */
1672 1723void
1673void move_swarm_spell(object *op) 1724move_swarm_spell (object *op)
1674{ 1725{
1675 static int cardinal_adjust[9] = { -3, -2, -1, 0, 0, 0, 1, 2, 3 };
1676 static int diagonal_adjust[10] = { -3, -2, -2, -1, 0, 0, 1, 2, 2, 3 };
1677 sint16 target_x, target_y, origin_x, origin_y;
1678 int basedir, adjustdir;
1679 mapstruct *m;
1680 object *owner;
1681
1682 owner = get_owner(op);
1683 if(op->duration == 0 || owner == NULL) {
1684 remove_ob(op);
1685 free_object(op);
1686 return;
1687 }
1688 op->duration--;
1689
1690 basedir = op->direction;
1691 if(basedir == 0) {
1692 /* spray in all directions! 8) */
1693 basedir = rndm(1, 8);
1694 }
1695
1696#if 0 1726#if 0
1697 // this is bogus: it causes wrong places to be checked below 1727 static int cardinal_adjust[9] = { -3, -2, -1, 0, 0, 0, 1, 2, 3 };
1698 // (a wall 2 cells away will block the effect...) and 1728 static int diagonal_adjust[10] = { -3, -2, -2, -1, 0, 0, 1, 2, 2, 3 };
1699 // doesn't work for SP_BULLET anyhow, so again tests the wrong 1729 sint16 target_x, target_y, origin_x, origin_y;
1700 // space. 1730 int adjustdir;
1701 // should be fixed later, but correctness before featurs... 1731 maptile *m;
1702 // (schmorp)
1703
1704 /* new offset calculation to make swarm element distribution
1705 * more uniform
1706 */
1707 if(op->duration) {
1708 if(basedir & 1) {
1709 adjustdir = cardinal_adjust[rndm(0, 8)];
1710 } else {
1711 adjustdir = diagonal_adjust[rndm(0, 9)];
1712 }
1713 } else {
1714 adjustdir = 0; /* fire the last one from forward. */
1715 }
1716
1717 target_x = op->x + freearr_x[absdir(basedir + adjustdir)];
1718 target_y = op->y + freearr_y[absdir(basedir + adjustdir)];
1719
1720 /* back up one space so we can hit point-blank targets, but this
1721 * necessitates extra out_of_map check below
1722 */
1723 origin_x = target_x - freearr_x[basedir];
1724 origin_y = target_y - freearr_y[basedir];
1725
1726
1727 /* spell pointer is set up for the spell this casts. Since this
1728 * should just be a pointer to the spell in some inventory,
1729 * it is unlikely to disappear by the time we need it. However,
1730 * do some sanity checking anyways.
1731 */
1732
1733 if (op->spell && op->spell->type == SPELL &&
1734 !(get_map_flags(op->map, &m, target_x, target_y, &target_x, &target_y) & P_OUT_OF_MAP) &&
1735 !(OB_TYPE_MOVE_BLOCK(op->spell, GET_MAP_MOVE_BLOCK(m, target_x, target_y)))) {
1736
1737 /* Bullet spells have a bunch more customization that needs to be done */
1738 if (op->spell->subtype == SP_BULLET)
1739 fire_bullet(owner, op, basedir, op->spell);
1740 else if (op->spell->subtype == SP_MAGIC_MISSILE)
1741 fire_arch_from_position (owner, op, origin_x, origin_y, basedir, op->spell);
1742 }
1743#endif 1732#endif
1733 object *owner = op->env;
1744 1734
1735 if (!op->duration || !owner->is_on_map ())
1736 {
1737 op->destroy ();
1738 return;
1739 }
1740
1741 op->duration--;
1742
1743 int basedir = op->direction;
1744 if (!basedir)
1745 /* spray in all directions! 8) */
1746 basedir = (op->facing += op->state) % 8 + 1;
1747
1748#if 0
1749 // this is bogus: it causes wrong places to be checked below
1750 // (a wall 2 cells away will block the effect...) and
1751 // doesn't work for SP_BULLET anyhow, so again tests the wrong
1752 // space.
1753 // should be fixed later, but correctness before features...
1754 // (schmorp)
1755
1756 /* new offset calculation to make swarm element distribution
1757 * more uniform
1758 */
1759 if (op->duration)
1760 {
1761 if (basedir & 1)
1762 {
1763 adjustdir = cardinal_adjust[rndm (0, 8)];
1764 }
1765 else
1766 {
1767 adjustdir = diagonal_adjust[rndm (0, 9)];
1768 }
1769 }
1770 else
1771 {
1772 adjustdir = 0; /* fire the last one from forward. */
1773 }
1774
1775 target_x = op->x + freearr_x[absdir (basedir + adjustdir)];
1776 target_y = op->y + freearr_y[absdir (basedir + adjustdir)];
1777
1778 /* back up one space so we can hit point-blank targets, but this
1779 * necessitates extra out_of_map check below
1780 */
1781 origin_x = target_x - freearr_x[basedir];
1782 origin_y = target_y - freearr_y[basedir];
1783
1784
1745 /* spell pointer is set up for the spell this casts. Since this 1785 /* spell pointer is set up for the spell this casts. Since this
1746 * should just be a pointer to the spell in some inventory, 1786 * should just be a pointer to the spell in some inventory,
1747 * it is unlikely to disappear by the time we need it. However, 1787 * it is unlikely to disappear by the time we need it. However,
1748 * do some sanity checking anyways. 1788 * do some sanity checking anyways.
1749 */ 1789 */
1790
1791 if (op->spell && op->spell->type == SPELL &&
1792 !(get_map_flags (op->map, &m, target_x, target_y, &target_x, &target_y) & P_OUT_OF_MAP) &&
1793 !(OB_TYPE_MOVE_BLOCK (op->spell, GET_MAP_MOVE_BLOCK (m, target_x, target_y))))
1750 1794 {
1795
1796 /* Bullet spells have a bunch more customization that needs to be done */
1797 if (op->spell->subtype == SP_BULLET)
1798 fire_bullet (owner, op, basedir, op->spell);
1799 else if (op->spell->subtype == SP_MAGIC_MISSILE)
1800 fire_arch_from_position (owner, op, origin_x, origin_y, basedir, op->spell);
1801 }
1802#endif
1803
1804 /* spell pointer is set up for the spell this casts. Since this
1805 * should just be a pointer to the spell in some inventory,
1806 * it is unlikely to disappear by the time we need it. However,
1807 * do some sanity checking anyways.
1808 */
1809
1751 if (op->spell && op->spell->type == SPELL) 1810 if (op->spell && op->spell->type == SPELL)
1752 { 1811 {
1753 /* Bullet spells have a bunch more customization that needs to be done */ 1812 /* Bullet spells have a bunch more customization that needs to be done */
1754 if (op->spell->subtype == SP_BULLET) 1813 if (op->spell->subtype == SP_BULLET)
1755 fire_bullet(owner, op, basedir, op->spell); 1814 fire_bullet (owner, op, basedir, op->spell);
1756 else if (op->spell->subtype == SP_MAGIC_MISSILE) 1815 else if (op->spell->subtype == SP_MAGIC_MISSILE)
1757 fire_arch_from_position (owner, op, op->x, op->y, basedir, op->spell); 1816 fire_arch_from_position (owner, op, owner->x, owner->y, basedir, op->spell);
1758 } 1817 }
1759} 1818}
1760
1761
1762
1763 1819
1764/* fire_swarm: 1820/* fire_swarm:
1765 * The following routine creates a swarm of objects. It actually 1821 * The following routine creates a swarm of objects. It actually
1766 * sets up a specific swarm object, which then fires off all 1822 * sets up a specific swarm object, which then fires off all
1767 * the parts of the swarm. 1823 * the parts of the swarm.
1770 * caster: the caster (owner, wand, rod, scroll) 1826 * caster: the caster (owner, wand, rod, scroll)
1771 * dir: the direction everything will be fired in 1827 * dir: the direction everything will be fired in
1772 * spell - the spell that is this spell. 1828 * spell - the spell that is this spell.
1773 * n: the number to be fired. 1829 * n: the number to be fired.
1774 */ 1830 */
1775 1831int
1776int fire_swarm (object *op, object *caster, object *spell, int dir) 1832fire_swarm (object *op, object *caster, object *spell, int dir)
1777{ 1833{
1778 object *tmp;
1779 int i;
1780
1781 if (!spell->other_arch) return 0; 1834 if (!spell->other_arch)
1835 return 0;
1782 1836
1783 tmp=get_archetype(SWARM_SPELL); 1837 object *tmp = archetype::get (SWARM_SPELL);
1784 tmp->x=op->x;
1785 tmp->y=op->y;
1786 set_owner(tmp,op); /* needed so that if swarm elements kill, caster gets xp.*/
1787 set_spell_skill(op, caster, spell, tmp); 1838 set_spell_skill (op, caster, spell, tmp);
1788
1789 tmp->level=caster_level(caster, spell); /*needed later, to get level dep. right.*/ 1839 tmp->level = caster_level (caster, spell); /* needed later, to get level dep. right. */
1790 tmp->spell = arch_to_object(spell->other_arch); 1840 tmp->spell = spell->other_arch->instance ();
1791
1792 tmp->attacktype = tmp->spell->attacktype; 1841 tmp->attacktype = tmp->spell->attacktype;
1793 1842
1794 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) { 1843 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER)
1795 if ( ! tailor_god_spell (tmp, op)) 1844 if (!tailor_god_spell (tmp, op))
1796 return 1; 1845 return 1;
1797 } 1846
1798 tmp->duration = SP_level_duration_adjust(caster, spell); 1847 tmp->duration = SP_level_duration_adjust (caster, spell);
1799 for (i=0; i< spell->duration; i++) 1848 for (int i = 0; i < spell->duration; i++)
1800 tmp->duration += die_roll(1, 3, op, PREFER_HIGH); 1849 tmp->duration += die_roll (1, 3, op, PREFER_HIGH);
1801 1850
1802 tmp->direction=dir; 1851 tmp->direction = dir;
1803 tmp->invisible=1; 1852 tmp->invisible = 1;
1804 insert_ob_in_map(tmp,op->map,op,0); 1853 tmp->facing = rndm (1, 8); // initial firing direction
1854 tmp->state = rndm (4) * 2 + 1; // direction increment
1855
1856 op->insert (tmp);
1857
1805 return 1; 1858 return 1;
1806} 1859}
1807
1808 1860
1809/* See the spells documentation file for why this is its own 1861/* See the spells documentation file for why this is its own
1810 * function. 1862 * function.
1811 */ 1863 */
1864int
1812int cast_light(object *op,object *caster,object *spell, int dir) { 1865cast_light (object *op, object *caster, object *spell, int dir)
1866{
1813 object *target=NULL,*tmp=NULL; 1867 object *target = NULL, *tmp = NULL;
1814 sint16 x,y; 1868 sint16 x, y;
1815 int dam, mflags; 1869 int dam, mflags;
1816 mapstruct *m; 1870 maptile *m;
1817 1871
1818 dam = spell->stats.dam + SP_level_dam_adjust(caster,spell); 1872 dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1819 1873
1820 if(!dir) { 1874 if (!dir)
1875 {
1821 new_draw_info(NDI_UNIQUE, 0,op,"In what direction?"); 1876 new_draw_info (NDI_UNIQUE, 0, op, "In what direction?");
1822 return 0; 1877 return 0;
1823 } 1878 }
1824 1879
1825 x=op->x+freearr_x[dir]; 1880 x = op->x + freearr_x[dir];
1826 y=op->y+freearr_y[dir]; 1881 y = op->y + freearr_y[dir];
1827 m = op->map; 1882 m = op->map;
1828 1883
1829 mflags = get_map_flags(m, &m, x, y, &x, &y); 1884 mflags = get_map_flags (m, &m, x, y, &x, &y);
1830 1885
1831 if (mflags & P_OUT_OF_MAP) { 1886 if (mflags & P_OUT_OF_MAP)
1887 {
1832 new_draw_info(NDI_UNIQUE, 0,op,"Nothing is there."); 1888 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is there.");
1833 return 0; 1889 return 0;
1834 } 1890 }
1835 1891
1836 if (mflags & P_IS_ALIVE && spell->attacktype) { 1892 if (mflags & P_IS_ALIVE && spell->attacktype)
1837 for(target=get_map_ob(m,x,y);target;target=target->above) 1893 {
1894 for (target = GET_MAP_OB (m, x, y); target; target = target->above)
1838 if(QUERY_FLAG(target,FLAG_MONSTER)) { 1895 if (QUERY_FLAG (target, FLAG_MONSTER))
1896 {
1839 /* oky doky. got a target monster. Lets make a blinding attack */ 1897 /* oky doky. got a target monster. Lets make a blinding attack */
1840 if(target->head) target = target->head; 1898 if (target->head)
1899 target = target->head;
1900
1841 (void) hit_player(target,dam,op,spell->attacktype,1); 1901 hit_player (target, dam, op, spell->attacktype, 1);
1842 return 1; /* one success only! */ 1902 return 1; /* one success only! */
1903 }
1843 } 1904 }
1844 }
1845 1905
1846 /* no live target, perhaps a wall is in the way? */ 1906 /* no live target, perhaps a wall is in the way? */
1847 if (OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, x, y))) { 1907 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y)))
1908 {
1848 new_draw_info(NDI_UNIQUE, 0,op,"Something is in the way."); 1909 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1849 return 0; 1910 return 0;
1850 } 1911 }
1851 1912
1852 /* ok, looks groovy to just insert a new light on the map */ 1913 /* ok, looks groovy to just insert a new light on the map */
1853 tmp=arch_to_object(spell->other_arch); 1914 tmp = arch_to_object (spell->other_arch);
1854 if(!tmp) { 1915 if (!tmp)
1916 {
1855 LOG(llevError,"Error: spell arch for cast_light() missing.\n"); 1917 LOG (llevError, "Error: spell arch for cast_light() missing.\n");
1856 return 0; 1918 return 0;
1857 } 1919 }
1858 tmp->stats.food = spell->duration + SP_level_duration_adjust(caster,spell); 1920 tmp->stats.food = spell->duration + SP_level_duration_adjust (caster, spell);
1859 if (tmp->glow_radius) { 1921 if (tmp->glow_radius)
1922 {
1860 tmp->glow_radius= spell->range + SP_level_range_adjust(caster,spell); 1923 tmp->glow_radius = spell->range + SP_level_range_adjust (caster, spell);
1861 if (tmp->glow_radius > MAX_LIGHT_RADII) tmp->glow_radius = MAX_LIGHT_RADII; 1924 if (tmp->glow_radius > MAX_LIGHT_RADII)
1925 tmp->glow_radius = MAX_LIGHT_RADII;
1862 } 1926 }
1863 tmp->x=x; 1927
1864 tmp->y=y; 1928 m->insert (tmp, x, y, op);
1865 insert_ob_in_map(tmp,m,op,0);
1866 return 1; 1929 return 1;
1867} 1930}
1868
1869
1870
1871 1931
1872/* cast_cause_disease: this spell looks along <dir> from the 1932/* cast_cause_disease: this spell looks along <dir> from the
1873 * player and infects someone. 1933 * player and infects someone.
1874 * op is the player/monster, caster is the object, dir is the direction 1934 * op is the player/monster, caster is the object, dir is the direction
1875 * to cast, disease_arch is the specific disease, and type is the spell number 1935 * to cast, disease_arch is the specific disease, and type is the spell number
1876 * perhaps this should actually be in disease.c? 1936 * perhaps this should actually be in disease.c?
1877 */ 1937 */
1878 1938int
1879int cast_cause_disease(object *op, object *caster, object *spell, int dir) { 1939cast_cause_disease (object *op, object *caster, object *spell, int dir)
1940{
1880 sint16 x,y; 1941 sint16 x, y;
1881 int i, mflags, range, dam_mod, dur_mod; 1942 int i, mflags, range, dam_mod, dur_mod;
1882 object *walk; 1943 object *walk;
1883 mapstruct *m; 1944 maptile *m;
1884 1945
1885 x = op->x; 1946 x = op->x;
1886 y = op->y; 1947 y = op->y;
1887 1948
1888 /* If casting from a scroll, no direction will be available, so refer to the 1949 /* If casting from a scroll, no direction will be available, so refer to the
1889 * direction the player is pointing. 1950 * direction the player is pointing.
1890 */ 1951 */
1952 if (!dir)
1891 if (!dir) dir=op->facing; 1953 dir = op->facing;
1954
1955 if (!dir)
1892 if (!dir) return 0; /* won't find anything if casting on ourself, so just return */ 1956 return 0; /* won't find anything if casting on ourself, so just return */
1893 1957
1894 /* Calculate these once here */ 1958 /* Calculate these once here */
1895 range = spell->range + SP_level_range_adjust(caster, spell); 1959 range = spell->range + SP_level_range_adjust (caster, spell);
1896 dam_mod = SP_level_dam_adjust(caster, spell); 1960 dam_mod = SP_level_dam_adjust (caster, spell);
1897 dur_mod = SP_level_duration_adjust(caster, spell); 1961 dur_mod = SP_level_duration_adjust (caster, spell);
1898 1962
1899 /* search in a line for a victim */ 1963 /* search in a line for a victim */
1900 for(i=1; i<range; i++) { 1964 for (i = 1; i < range; i++)
1965 {
1901 x = op->x + i * freearr_x[dir]; 1966 x = op->x + i * freearr_x[dir];
1902 y = op->y + i * freearr_y[dir]; 1967 y = op->y + i * freearr_y[dir];
1903 m = op->map; 1968 m = op->map;
1904 1969
1905 mflags = get_map_flags(m, &m, x, y, &x, &y); 1970 mflags = get_map_flags (m, &m, x, y, &x, &y);
1906 1971
1907 if (mflags & P_OUT_OF_MAP) return 0; 1972 if (mflags & P_OUT_OF_MAP)
1973 return 0;
1908 1974
1909 /* don't go through walls - presume diseases are airborne */ 1975 /* don't go through walls - presume diseases are airborne */
1910 if (GET_MAP_MOVE_BLOCK(m, x, y) & MOVE_FLY_LOW) return 0; 1976 if (GET_MAP_MOVE_BLOCK (m, x, y) & MOVE_FLY_LOW)
1977 return 0;
1911 1978
1912 /* Only bother looking on this space if there is something living here */ 1979 /* Only bother looking on this space if there is something living here */
1913 if (mflags & P_IS_ALIVE) { 1980 if (mflags & P_IS_ALIVE)
1981 {
1914 /* search this square for a victim */ 1982 /* search this square for a victim */
1915 for(walk=get_map_ob(m,x,y);walk;walk=walk->above) 1983 for (walk = GET_MAP_OB (m, x, y); walk; walk = walk->above)
1916 if (QUERY_FLAG(walk,FLAG_MONSTER) || (walk->type==PLAYER)) { /* found a victim */ 1984 if (QUERY_FLAG (walk, FLAG_MONSTER) || (walk->type == PLAYER))
1985 { /* found a victim */
1917 object *disease = arch_to_object(spell->other_arch); 1986 object *disease = arch_to_object (spell->other_arch);
1918 1987
1919 set_owner(disease,op); 1988 disease->set_owner (op);
1920 set_spell_skill(op, caster, spell, disease); 1989 set_spell_skill (op, caster, spell, disease);
1921 disease->stats.exp = 0; 1990 disease->stats.exp = 0;
1922 disease->level = caster_level(caster, spell); 1991 disease->level = caster_level (caster, spell);
1923 1992
1924 /* do level adjustments */ 1993 /* do level adjustments */
1925 if(disease->stats.wc) 1994 if (disease->stats.wc)
1926 disease->stats.wc += dur_mod/2; 1995 disease->stats.wc += dur_mod / 2;
1927 1996
1928 if(disease->magic> 0) 1997 if (disease->magic > 0)
1929 disease->magic += dur_mod/4; 1998 disease->magic += dur_mod / 8;
1930 1999
1931 if(disease->stats.maxhp>0) 2000 if (disease->stats.maxhp > 0)
1932 disease->stats.maxhp += dur_mod; 2001 disease->stats.maxhp += dur_mod;
1933 2002
1934 if(disease->stats.maxgrace>0) 2003 if (disease->stats.maxgrace > 0)
1935 disease->stats.maxgrace += dur_mod; 2004 disease->stats.maxgrace += dur_mod;
1936 2005
1937 if(disease->stats.dam) { 2006 if (disease->stats.dam)
1938 if(disease->stats.dam > 0) 2007 {
1939 disease->stats.dam += dam_mod; 2008 if (disease->stats.dam > 0)
1940 else disease->stats.dam -= dam_mod; 2009 disease->stats.dam += dam_mod;
1941 } 2010 else
2011 disease->stats.dam -= dam_mod;
2012 }
1942 2013
1943 if(disease->last_sp) { 2014 if (disease->last_sp)
1944 disease->last_sp -= 2*dam_mod; 2015 {
1945 if(disease->last_sp <1) disease->last_sp = 1; 2016 disease->last_sp -= 2 * dam_mod;
1946 } 2017 if (disease->last_sp < 1)
2018 disease->last_sp = 1;
2019 }
1947 2020
1948 if(disease->stats.maxsp) { 2021 if (disease->stats.maxsp)
1949 if(disease->stats.maxsp > 0) 2022 {
1950 disease->stats.maxsp += dam_mod; 2023 if (disease->stats.maxsp > 0)
1951 else disease->stats.maxsp -= dam_mod; 2024 disease->stats.maxsp += dam_mod;
1952 } 2025 else
1953 2026 disease->stats.maxsp -= dam_mod;
2027 }
2028
1954 if(disease->stats.ac) 2029 if (disease->stats.ac)
1955 disease->stats.ac += dam_mod; 2030 disease->stats.ac += dam_mod;
1956 2031
1957 if(disease->last_eat) 2032 if (disease->last_eat)
1958 disease->last_eat -= dam_mod; 2033 disease->last_eat -= dam_mod;
1959 2034
1960 if(disease->stats.hp) 2035 if (disease->stats.hp)
1961 disease->stats.hp -= dam_mod; 2036 disease->stats.hp -= dam_mod;
1962 2037
1963 if(disease->stats.sp) 2038 if (disease->stats.sp)
1964 disease->stats.sp -= dam_mod; 2039 disease->stats.sp -= dam_mod;
1965 2040
1966 if(infect_object(walk,disease,1)) { 2041 if (infect_object (walk, disease, 1))
1967 object *flash; /* visual effect for inflicting disease */ 2042 {
1968
1969 new_draw_info_format(NDI_UNIQUE, 0, op, "You inflict %s on %s!",disease->name,walk->name); 2043 new_draw_info_format (NDI_UNIQUE, 0, op, "You inflict %s on %s!", &disease->name, &walk->name);
1970 2044
1971 free_object(disease); /* don't need this one anymore */ 2045 disease->destroy (); /* don't need this one anymore */
1972 flash=get_archetype(ARCH_DETECT_MAGIC); 2046 walk->map->insert (get_archetype ("detect_magic"), x, y, op);
1973 flash->x = x; 2047 return 1;
1974 flash->y = y; 2048 }
1975 flash->map = walk->map; 2049
1976 insert_ob_in_map(flash,walk->map,op,0); 2050 disease->destroy ();
1977 return 1; 2051 }
1978 } 2052 } /* if living creature */
1979 free_object(disease); 2053 } /* for range of spaces */
1980 } 2054
1981 } /* if living creature */
1982 } /* for range of spaces */
1983 new_draw_info(NDI_UNIQUE,0,op,"No one caught anything!"); 2055 new_draw_info (NDI_UNIQUE, 0, op, "No one caught anything!");
1984 return 1; 2056 return 1;
1985} 2057}

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